Sprite#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

SpriteBatch#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area

SpriteBatch#setProperty()

setProperty(child, key, value, operation, force) → {boolean} Sets a property to the given value on the child. The operation parameter controls how the value is set. The operations are: 0: set the existing value to the given value; if force is true a new property will be created if needed 1: will add the given value to the value already present. 2: will subtract the given value from the value already present. 3: will multiply the value already present by the given value. 4: will divide the val

Stage#disableVisibilityChange

disableVisibilityChange : boolean By default if the browser tab loses focus the game will pause.You can stop that behavior by setting this property to true.Note that the browser can still elect to pause your game if it wishes to do so,for example swapping to another browser tab. This will cause the RAF callback to halt,effectively pausing your game, even though no in-game pause event is triggered if you enable this property. Source code: core/Stage.js (Line 40)

Physics.P2.Spring#Spring

new Spring(world, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) Creates a linear spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. Parameters Name Type Argument Default Description world Phaser.Physics.P2 A reference to the P2 World. bodyA p2.Body First connected body. bodyB p2.Body Second connected body. restLength number <optional> 1 Rest length of the spring. A number > 0. stiffness

Text#centerY

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2). Inherited From Phaser.Component.Bounds#centerY Source code: gameobjects/components/Bounds.js (Line 80)

Text#fontStyles

fontStyles :array An array of the font styles values as specified by addFontStyle. Source code: gameobjects/Text.js (Line 106)

Physics.P2.Body#moveDown()

moveDown(speed) If this Body is dynamic then this will move it down by setting its y velocity to the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move down, in pixels per second. Source code: physics/p2/Body.js (Line 815)

TilemapLayer#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

TilemapParser.getEmptyData()

<static> getEmptyData() → {object} Returns an empty map data object. Returns object - Generated map data. Source code: tilemap/TilemapParser.js (Line 135)