Events#onAnimationStart

onAnimationStart : Phaser.Signal This signal is dispatched if the Game Object has the AnimationManager component,and an Animation has been played.You can also listen to Animation.onStart rather than via the Game Objects events.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Animation} The Phaser.Animation that was started. Source code: gameobjects/components/Events.js (Line 238)

Graphics#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Events#onAddedToGroup

onAddedToGroup : Phaser.Signal This signal is dispatched when this Game Object is added to a new Group.It is sent two arguments:{any} The Game Object that was added to the Group.{Phaser.Group} The Group it was added to. Source code: gameobjects/components/Events.js (Line 84)

Creature#timeDelta

timeDelta : number How quickly the animation advances. Default Value 0.05 Source code: gameobjects/Creature.js (Line 80)

ScaleManager#onSizeChange

onSizeChange : Phaser.Signal This signal is dispatched when the size of the Display canvas changes or the size of the Game changes.When invoked this is done after the Canvas size/position have been updated. This signal is only called when a change occurs and a reflow may be required.For example, if the canvas does not change sizes because of CSS settings (such as min-width)then this signal will not be triggered. Use this to handle responsive game layout options. This is signaled from preUpdat

SpriteBatch#setAllChildren()

setAllChildren(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group, and any child Groups, to a new value. If this group contains other Groups then the same property is set across their children as well, iterating down until it reaches the bottom.Unlike with setAll the property is NOT set on child Groups itself. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition

Color.interpolateRGB()

<static> interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) → {number} Interpolates the two given colours based on the supplied step and currentStep properties. Parameters Name Type Description r1 number The red color value, between 0 and 0xFF (255). g1 number The green color value, between 0 and 0xFF (255). b1 number The blue color value, between 0 and 0xFF (255). r2 number The red color value, between 0 and 0xFF (255). g2 number The green color value, between 0 and

FlexLayer#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

Bullet#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Touch#removeTouchLockCallback()

removeTouchLockCallback(callback, context) → {boolean} Removes the callback at the defined index from the Phaser.Touch.touchLockCallbacks array Parameters Name Type Description callback function The callback to be removed. context object The context in which the callback exists. Returns boolean - True if the callback was deleted, otherwise false. Source code: input/Touch.js (Line 222)