FlexLayer#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam

Particles.Arcade.Emitter#hash

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash. Only children of this Group can be added to and removed from the hash. This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting.However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your ownsorting and filtering of Group chi

TilemapLayer#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Graphics#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Text#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value. Inherited From Phaser.Component.Health#setHealth Source code: gameobjects/components/Health.js (Line 70)

Physics.Arcade.Body#overlapY

overlapY : number When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during the collision. Source code: physics/arcade/Body.js (Line 343)

Particles.Arcade.Emitter#onChildInputDown

onChildInputDown : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputDown 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#onChildInputDown Source code: core/Group.js (Line 161)

Cache#getFrameByIndex()

getFrameByIndex(key, index, cache) → {Phaser.Frame} Get a single frame out of a frameData set by key. Parameters Name Type Argument Default Description key string Asset key of the frame data to retrieve from the Cache. index number The index of the frame you want to get. cache integer <optional> Phaser.Cache.IMAGE The cache to search. One of the Cache consts such as Phaser.Cache.IMAGE or Phaser.Cache.SOUND. Returns Phaser.Frame - The frame object. Source code:

TilemapParser.parseJSON()

<static> parseJSON(json) → {object} Parses a Tiled JSON file into valid map data. Parameters Name Type Description json object The JSON map data. Returns object - Generated and parsed map data. Source code: tilemap/TilemapParser.js (Line 180)

Physics.P2.PrismaticConstraint#PrismaticConstraint

new PrismaticConstraint(world, bodyA, bodyB, lockRotation, anchorA, anchorB, axis, maxForce) Connects two bodies at given offset points, letting them rotate relative to each other around this point. 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. lockRotation boolean <optional> true If set to false, bodyB will be free to rotate around it