Group#onChildInputUp

onChildInputUp : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputUp 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 3 arguments: A reference to the Sprite that triggered the signal,a reference to the Pointer that caused it, and a boolean value isOver that tells you if the Pointeris still over the Sprite or not. Source code: core/Group.js (Line 174)

SpriteBatch#moveDown()

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at the bottom. Parameters Name Type Description child any The child to move down in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveDown Source code: core/Group.js (Line 969)

SpriteBatch#getAll()

getAll(property, value, startIndex, endIndex) → {any} Returns all children in this Group. You can optionally specify a matching criteria using the property and value arguments. For example: getAll('exists', true) would return only children that have their exists property set. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Pa

Graphics#tint

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint. Inherited From PIXI.Graphics#tint Default Value 0xFFFFFF Source code: pixi/primitives/Graphics.js (Line 52)

Text#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

Text#shadowColor

shadowColor : string The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow. Source code: gameobjects/Text.js (Line 2151)

Physics.Arcade#distanceToXY()

distanceToXY(displayObject, x, y, world) → {number} Find the distance between a display object (like a Sprite) and the given x/y coordinates.The calculation is made from the display objects x/y coordinate. This may be the top-left if its anchor hasn't been changed.If you need to calculate from the center of a display object instead use the method distanceBetweenCenters() The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y

TileSprite#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

Color.interpolateColor()

<static> interpolateColor(color1, color2, steps, currentStep, alpha) → {number} Interpolates the two given colours based on the supplied step and currentStep properties. Parameters Name Type Description color1 number The first color value. color2 number The second color value. steps number The number of steps to run the interpolation over. currentStep number The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the

TileSprite#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)