RandomDataGenerator#pick()

pick(ary) → {any} Returns a random member of array. Parameters Name Type Description ary Array An Array to pick a random member of. Returns any - A random member of the array. Source code: math/RandomDataGenerator.js (Line 258)

World#getAll()

getAll(property, value, startIndex, endIndex) → {any} Returns all children in this Group. You can optionally specify a matching criteria using the property and value arguments. For example: getAll('exists', true) would return only children that have their exists property set. Optionally you can specify a start and end index. For example if this Group had 100 children,and you set startIndex to 0 and endIndex to 50, it would return a random child from onlythe first 50 children in the Group. Pa

Point.negative()

<static> negative(a, out) → {Phaser.Point} Creates a negative Point. Parameters Name Type Argument Description a Phaser.Point The first Point object. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Point.js (Line 600)

AnimationParser.JSONData()

<static> JSONData(game, json) → {Phaser.FrameData} Parse the JSON data and extract the animation frame data from it. Parameters Name Type Description game Phaser.Game A reference to the currently running game. json object The JSON data from the Texture Atlas. Must be in Array format. Returns Phaser.FrameData - A FrameData object containing the parsed frames. Source code: animation/AnimationParser.js (Line 93)

Text#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

Input#destroy()

destroy() Stops all of the Input Managers from running. Source code: input/Input.js (Line 444)

SpriteBatch#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut 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#onChildInputOut Source code: core/Group.js (Line 198)

InputHandler#enableDrag()

enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) Allow this Sprite to be dragged by any valid pointer. When the drag begins the Sprite.events.onDragStart event will be dispatched. When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched. You can control the thresholds over when a drag starts via the properties: Pointer.dragDistanceThreshold the distance, in pixe

Matrix#append()

append(matrix) → {Phaser.Matrix} Appends the given Matrix to this Matrix. Parameters Name Type Description matrix Phaser.Matrix The matrix to append to this one. Returns Phaser.Matrix - This Matrix object. Source code: geom/Matrix.js (Line 345)

Group#y

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Source code: core/Group.js (Line 2978)