SpriteBatch#onChildInputOver

onChildInputOver : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOver signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOver Source code: core/Group.js (Line 186)

Text#resizeFrame()

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapDatait can be useful to adjust the dimensions directly in this way. Parameters Name Type Description parent object The parent texture object that caused the resize, i.e. a Phaser.Video object. width integer The new width of the texture. height integer The new height of the

GameObjectCreator#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

InputHandler#pointerX()

pointerX(pointerId) → {number} The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.This value is only set when the pointer is over this Sprite. Parameters Name Type Argument Default Description pointerId integer <optional> 0 Returns number - The x coordinate of the Input pointer. Source code: input/InputHandler.js (Line 507)

BitmapText#purgeGlyphs()

purgeGlyphs() → {integer} If a BitmapText changes from having a large number of characters to having very few characters it will cause lots ofSprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list theystill take up memory while sat in the glyphs pool waiting to be re-used in the future. If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the poolby calling this method. Calling this doesn't p

Math#distancePow()

distancePow(x1, y1, x2, y2, pow) → {number} Returns the distance between the two given set of coordinates at the power given. Parameters Name Type Argument Default Description x1 number y1 number x2 number y2 number pow number <optional> 2 Returns number - The distance between the two sets of coordinates. Source code: math/Math.js (Line 1009)

Text#addStrokeColor()

addStrokeColor(color, position) → {Phaser.Text} Set specific stroke colors for certain characters within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position.The position value is the index of the character in the Text string to start applying this color to.Once set the color remains in use until either another color or the end of the string is encountered.For example if the Text was Photon Storm and you did Text.addColor('#

Strip#texture

texture : PIXI.Texture The texture of the strip Source code: pixi/extras/Strip.js (Line 20)

World#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

Math#snapToCeil()

snapToCeil(input, gap, start) → {number} Snap a value to nearest grid slice, using ceil. Example: if you have an interval gap of 5 and a position of 12... you will snap to 15.As will 14 will snap to 15... but 16 will snap to 20. Parameters Name Type Argument Default Description input number The value to snap. gap number The interval gap of the grid. start number <optional> 0 Optional starting offset for gap. Returns number - The snapped value. Source code: math