SpriteBatch#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)

Physics.Arcade.Body#Body

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather thanthe Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. Parameters Name Type Description sprite Phaser.Sprite The Sprite object this physics body belongs to. Source code: physics/arcade/Body.js (Line 15)

Physics.Ninja#setBounds()

setBounds(x, y, width, height) Updates the size of this physics world. Parameters Name Type Description x number Top left most corner of the world. y number Top left most corner of the world. width number New width of the world. Can never be smaller than the Game.width. height number New height of the world. Can never be smaller than the Game.height. Source code: physics/ninja/World.js (Line 198)

Graphics#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

Game#stage

stage : Phaser.Stage Reference to the stage. Source code: core/Game.js (Line 201)

Matrix#append()

append(matrix) → {Phaser.Matrix} Appends the given Matrix to this Matrix. Parameters Name Type Description matrix Phaser.Matrix The matrix to append to this one. Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 345)

Ellipse#contains()

contains(x, y) → {boolean} Return true if the given x/y coordinates are within this Ellipse object. Parameters Name Type Description x number The X value of the coordinate to test. y number The Y value of the coordinate to test. Returns boolean - True if the coordinates are within this ellipse, otherwise false. Source code: geom/Ellipse.js (Line 138)

SignalBinding#execute()

execute(paramsArr) → {any} Call listener passing arbitrary parameters.If binding was added using Signal.addOnce() it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch. Parameters Name Type Argument Description paramsArr Array.<any> <optional> Array of parameters that should be passed to the listener. Returns any - Value returned by the listener. Source code: core/SignalBinding.js (Line 102)

Signal#active

active : boolean Is the Signal active? Only active signals will broadcast dispatched events. Setting this property during a dispatch will only affect the next dispatch. To stop the propagation of a signal from a listener use halt. Default Value true Source code: core/Signal.js (Line 100)

SpriteBatch#createMultiple()

createMultiple(quantity, key, frame, exists) → {array} Creates multiple Phaser.Sprite objects and adds them to the top of this Group. This method is useful if you need to quickly generate a pool of sprites, such as bullets. Use classType to change the type of object created. You can provide an array as the key and / or frame arguments. When you do thisit will create quantity Sprites for every key (and frame) in the arrays. For example: createMultiple(25, ['ball', 'carrot']) In the above code