Component.FixedToCamera#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Source code: gameobjects/components/FixedToCamera.js (Line 86)

BitmapData#getPixel()

getPixel(x, y, out) → {object} Get the color of a specific pixel in the context into a color object.If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. Parameters Name Type Argument Description x number The x coordinate of the pixel to be set. Must lay within the dimension

Graphics#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

FrameData#getFrame()

getFrame(index) → {Phaser.Frame} Get a Frame by its numerical index. Parameters Name Type Description index number The index of the frame you want to get. Returns Phaser.Frame - The frame, if found. Source code: animation/FrameData.js (Line 53)

Math#sinCosGenerator()

sinCosGenerator(length, sinAmplitude, cosAmplitude, frequency) → {Object} Generate a sine and cosine table simultaneously and extremely quickly.The parameters allow you to specify the length, amplitude and frequency of the wave.This generator is fast enough to be used in real-time.Code based on research by Franky of scene.at Parameters Name Type Description length number The length of the wave sinAmplitude number The amplitude to apply to the sine table (default 1.0) if you need values b

Graphics#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

World#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

World#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Particles.Arcade.Emitter#particleBringToTop

particleBringToTop : boolean If this is true then when the Particle is emitted it will be bought to the top of the Emitters display list. Source code: particles/arcade/Emitter.js (Line 199)

Text#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur