BitmapData#blendDestinationAtop()

blendDestinationAtop() → {Phaser.BitmapData} Sets the blend mode to 'destination-atop' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2143)

DisplayObjectContainer#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Source code: pixi/display/DisplayObjectContainer.js (Line 449)

Component.Overlap#overlap()

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a getBounds method and result. This check ignores the hitArea property if set and runs a getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.I

Rectangle#setTo()

setTo(x, y, width, height) → {Phaser.Rectangle} Sets the members of Rectangle to the specified values. Parameters Name Type Description x number The x coordinate of the top-left corner of the Rectangle. y number The y coordinate of the top-left corner of the Rectangle. width number The width of the Rectangle. Should always be either zero or a positive value. height number The height of the Rectangle. Should always be either zero or a positive value. Returns Phaser.Rectangle - T

GameObjectCreator#bitmapData()

bitmapData(width, height, key, addToCache) → {Phaser.BitmapData} Create a BitmpaData object. A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites. Parameters Name Type Argument Default Description width number <optional> 256 The width of the BitmapData in pixels. height number <optional> 256 The height of the BitmapData in pixels. key string <optional> '' Asset key for the BitmapData when stored in t

Image#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Rope#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveUp Source code: game

SpriteBatch#resetChild()

resetChild(child, x, y, key, frame) → {DisplayObject} Takes a child and if the x and y arguments are given it calls child.reset(x, y) on it. If the key and optionally the frame arguments are given, it calls child.loadTexture(key, frame) on it. The two operations are separate. For example if you just wish to load a new texture then pass null as the x and y values. Parameters Name Type Argument Description child DisplayObject The child to reset and/or load the texture on. x number <o

Rope#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

RoundedRectangle#height

height : number The height of the Rectangle. This value should never be set to a negative. Source code: geom/RoundedRectangle.js (Line 46)