BitmapText#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

BitmapText#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.BodyDebug#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. Inherited From Phaser.Group#onChildIn

Physics.P2#getConstraints()

getConstraints() → {array.<Phaser.Physics.P2.Constraint>} Populates and returns an array of all current Constraints in the world.You will get an array of p2 constraints back. This can be of mixed types, for example the array may containPrismaticConstraints, RevoluteConstraints or any other valid p2 constraint type. Returns array.<Phaser.Physics.P2.Constraint> - An array containing all current Constraints in the world. Source code: physics/p2/World.js (Line 1335)

Particle#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

Easing.Cubic#Out()

Out(k) → {number} Cubic ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 107)

SpriteBatch#customSort()

customSort(sortHandler, context) Sort the children in the group according to custom sort function. The sortHandler is provided the two parameters: the two children involved in the comparison (a and b).It should return -1 if a > b, 1 if a < b or 0 if a === b. Parameters Name Type Argument Description sortHandler function The custom sort function. context object <optional> The context in which the sortHandler is called. Inherited From Phaser.Group#customSort Source code:

Image#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Image.js (Line 79)

Color.blendAdd()

<static> blendAdd(a, b) → {integer} Adds the source and backdrop colors together and returns the value, up to a maximum of 255. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1058)

SinglePad#isUp()

isUp(buttonCode) → {boolean} Returns true if the button is not currently pressed. Parameters Name Type Description buttonCode number The buttonCode of the button to check. Returns boolean - True if the button is not currently pressed down. Source code: input/SinglePad.js (Line 468)