Particles.Arcade.Emitter#resetChild()

resetChild(child, x, y, key, frame) → {DisplayObject} Takes a child and if the x and y arguments are given it calls child.reset(x, y) on it. If the key and optionally the frame arguments are given, it calls child.loadTexture(key, frame) on it. The two operations are separate. For example if you just wish to load a new texture then pass null as the x and y values. Parameters Name Type Argument Description child DisplayObject The child to reset and/or load the texture on. x number <o

Input#getPointer()

getPointer(isActive) → {Phaser.Pointer} Get the first Pointer with the given active state. Parameters Name Type Argument Default Description isActive boolean <optional> false The state the Pointer should be in - active or inactive? Returns Phaser.Pointer - A Pointer object or null if no Pointer object matches the requested state. Source code: input/Input.js (Line 824)

World#enableBody

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If there are children already in the Group at the time you set this property, they are not changed. The default body type is controlled with physicsBodyType. Inherited From Phaser.Group#enableBody Source code: core/Group.js (Line 208)

Circle#right

right : number The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. Gets or sets the value of the rightmost point of the circle. Source code: geom/Circle.js (Line 331)

Sprite#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChild Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Particles.Arcade.Emitter#checkProperty()

checkProperty(child, key, value, force) → {boolean} Checks a property for the given value on the child. Parameters Name Type Argument Default Description child any The child to check the property value on. key array An array of strings that make up the property that will be set. value any The value that will be checked. force boolean <optional> false If force is true then the property will be checked on the child regardless if it already exists or not. If true an

SpriteBatch#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre

BitmapText#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Particle#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Physics.P2.ContactMaterial#ContactMaterial

new ContactMaterial(materialA, materialB, options) Defines a physics material Parameters Name Type Argument Description materialA Phaser.Physics.P2.Material First material participating in the contact material. materialB Phaser.Physics.P2.Material Second material participating in the contact material. options object <optional> Additional configuration options. Source code: physics/p2/ContactMaterial.js (Line 16)