Text#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of 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#sendToBack Source code: gameob

World#cursorIndex

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group.next. Inherited From Phaser.Group#cursorIndex Source code: core/Group.js (Line 255)

Math#percent()

percent(a, b, base) → {number} Work out what percentage value a is of value b using the given base. Parameters Name Type Argument Default Description a number The value to work out the percentage for. b number The value you wish to get the percentage of. base number <optional> 0 The base value. Returns number - The percentage a is of b, between 0 and 1. Source code: math/Math.js (Line 1153)

RetroFont#updateOffset()

updateOffset(xOffset, yOffset) Updates the x and/or y offset that the font is rendered from. This updates all of the texture frames, so be careful how often it is called.Note that the values given for the x and y properties are either ADDED to or SUBTRACTED from (if negative) the existing offsetX/Y values of the characters.So if the current offsetY is 8 and you want it to start rendering from y16 you would call updateOffset(0, 8) to add 8 to the current y offset. Parameters Name Type Argumen

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

AnimationManager#validateFrames()

validateFrames(frames, useNumericIndex) → {boolean} Check whether the frames in the given array are valid and exist. Parameters Name Type Argument Default Description frames Array An array of frames to be validated. useNumericIndex boolean <optional> true Validate the frames based on their numeric index (true) or string index (false) Returns boolean - True if all given Frames are valid, otherwise false. Source code: animation/AnimationManager.js (Line 219)

World#enableBody

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If there are children already in the Group at the time you set this property, they are not changed. The default body type is controlled with physicsBodyType. Inherited From Phaser.Group#enableBody Source code: core/Group.js (Line 208)

Group#set()

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean} Quickly set a property on a single child of this group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Name Type Argument Default Description child Phaser.Sprite The child to set the property on. key string The property, as a string, to be set. For example: 'body.velocity.x' value any

Physics.P2.Material#Material

new Material(name) A P2 Material. \o/ ~ "Because I'm a Material girl" Parameters Name Type Description name string The user defined name given to this Material. Source code: physics/p2/Material.js (Line 16)

GameObjectFactory#audio()

audio(key, volume, loop, connect) → {Phaser.Sound} Creates a new Sound object. Parameters Name Type Argument Default Description key string The Game.cache key of the sound that this object will use. volume number <optional> 1 The volume at which the sound will be played. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundMa