World#replace()

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Description oldChild any The child in this group that will be replaced. newChild any

Color.blendColorDodge()

<static> blendColorDodge(a, b) → {integer} Brightens the backdrop color to reflect the source color.Painting with black produces no change. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1203)

Particle#moveDown()

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list.This call has no effect if the Game Object is already at the bottom of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object down 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#moveDown Source

Strip#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Component.ScaleMinMax#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

Text#strokeColors

strokeColors :array An array of the stroke color values as specified by addStrokeColor. Source code: gameobjects/Text.js (Line 101)

Video#destroy()

destroy() Destroys the Video object. This calls Video.stop and then Video.removeVideoElement.If any Sprites are using this Video as their texture it is up to you to manage those. Source code: gameobjects/Video.js (Line 1141)

Matrix#tx

tx : number Default Value 0 Source code: geom/Matrix.js (Line 63)

Animation.generateFrameNames()

<static> generateFrameNames(prefix, start, stop, suffix, zeroPad) → {Array.<string>} Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion0030-large'You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion', 1, 30, '-large', 4); Parameters Name Type Argument Default Description prefix str

Video#type

type : number The const type of this object. Source code: gameobjects/Video.js (Line 70)