CanvasRenderer#autoResize

autoResize : boolean Whether the render view should be resized automatically Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 61)

FrameData#total

[readonly] total : number The total number of frames in this FrameData set. Source code: animation/FrameData.js (Line 267)

Tilemap#setTileSize()

setTileSize(tileWidth, tileHeight) Sets the base tile size for the map. Parameters Name Type Description tileWidth number The width of the tiles the map uses for calculations. tileHeight number The height of the tiles the map uses for calculations. Source code: tilemap/Tilemap.js (Line 237)

World#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)

Cache#addSound()

addSound(key, url, data, webAudio, audioTag) Adds a Sound file into the Cache. The file must have already been loaded, typically via Phaser.Loader. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. data object Extra sound data. webAudio boolean True if the file is using web audio. audioTag bool

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)

Physics.Ninja.AABB#projAABB_67DegS()

projAABB_67DegS(x, y, obj, t) → {number} Resolves 67 Degree tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. obj Phaser.Physics.Ninja.AABB The AABB involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/AABB.js (Line 755)

Tilemap#getTilesetIndex()

getTilesetIndex(name) → {number} Gets the tileset index based on its name. Parameters Name Type Description name string The name of the tileset to get. Returns number - The index of the tileset in this tilemap, or null if not found. Source code: tilemap/Tilemap.js (Line 753)