Tween#repeatAll()

repeatAll(total) → {Phaser.Tween} Set how many times this tween and all of its children will repeat.A tween (A) with 3 children (B,C,D) with a repeatAll value of 2 would play as: ABCDABCD before completing. Parameters Name Type Argument Default Description total number <optional> 0 How many times this tween and all children should repeat before completing. Set to zero to remove an active repeat. Set to -1 to repeat forever. Returns Phaser.Tween - This tween. Useful for metho

SpriteBatch#remove()

remove(child, destroy, silent) → {boolean} Removes the given child from this group. This will dispatch an onRemovedFromGroup event from the child (if it has one), and optionally destroy the child. If the group cursor was referring to the removed child it is updated to refer to the next child. Parameters Name Type Argument Default Description child any The child to remove. destroy boolean <optional> false If true destroy will be invoked on the removed child. silent boolean

Text#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

WebGLRenderer#resize()

resize(width, height) Resizes the webGL view to the specified width and height. Parameters Name Type Description width Number the new width of the webGL view height Number the new height of the webGL view Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 315)

TilemapLayer#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of 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#sendToBack Source code: gameob

Graphics#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)

Physics.Arcade.Body#onFloor()

onFloor() → {boolean} Returns true if the bottom of this Body is in contact with either the world bounds or a tile. Returns boolean - True if in contact with either the world bounds or a tile. Source code: physics/arcade/Body.js (Line 1209)

Component.ScaleMinMax#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Physics.Ninja#separate()

separate(body1, body2) → {boolean} The core separation function to separate two physics bodies. Parameters Name Type Description body1 Phaser.Physics.Ninja.Body The Body object to separate. body2 Phaser.Physics.Ninja.Body The Body object to separate. Returns boolean - Returns true if the bodies collided, otherwise false. Source code: physics/ninja/World.js (Line 567)

Cache.IMAGE

[static] IMAGE : number Source code: loader/Cache.js (Line 130)