phaser/docs/Phaser.Graphics.html
2016-07-01 16:57:36 +01:00

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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: Graphics</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Graphics
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Graphics"><span class="type-signature"></span>new Graphics<span class="signature">(game, <span class="optional">x</span>, <span class="optional">y</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>A Graphics object is a way to draw primitives to your game. Primitives include forms of geometry, such as Rectangles,
Circles and Polygons. They also include lines, arcs and curves. When you initially create a Graphics object it will
be empty. To 'draw' to it you first specify a lineStyle or fillStyle (or both), and then draw a shape. For example:</p>
<pre class="prettyprint source"><code>graphics.beginFill(0xff0000);
graphics.drawCircle(50, 50, 100);
graphics.endFill();</code></pre><p>This will draw a circle shape to the Graphics object, with a diameter of 100, located at x: 50, y: 50.</p>
<p>When a Graphics object is rendered it will render differently based on if the game is running under Canvas or
WebGL. Under Canvas it will use the HTML Canvas context drawing operations to draw the path. Under WebGL the
graphics data is decomposed into polygons. Both of these are expensive processes, especially with complex shapes.</p>
<p>If your Graphics object doesn't change much (or at all) once you've drawn your shape to it, then you will help
performance by calling <code>Graphics.generateTexture</code>. This will 'bake' the Graphics object into a Texture, and return it.
You can then use this Texture for Sprites or other display objects. If your Graphics object updates frequently then
you should avoid doing this, as it will constantly generate new textures, which will consume memory.</p>
<p>As you can tell, Graphics objects are a bit of a trade-off. While they are extremely useful, you need to be careful
in their complexity and quantity of them in your game.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>Current game instance.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>X position of the new graphics object.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>Y position of the new graphics object.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Graphics.js.html">gameobjects/Graphics.js</a>, <a href="src_gameobjects_Graphics.js.html#sunlight-1-line-50">line 50</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li><a href="PIXI.Graphics.html">PIXI.Graphics</a></li>
<li><a href="Phaser.Component.Core.html">Phaser.Component.Core</a></li>
<li><a href="Phaser.Component.Angle.html">Phaser.Component.Angle</a></li>
<li><a href="Phaser.Component.AutoCull.html">Phaser.Component.AutoCull</a></li>
<li><a href="Phaser.Component.Bounds.html">Phaser.Component.Bounds</a></li>
<li><a href="Phaser.Component.Destroy.html">Phaser.Component.Destroy</a></li>
<li><a href="Phaser.Component.FixedToCamera.html">Phaser.Component.FixedToCamera</a></li>
<li><a href="Phaser.Component.InputEnabled.html">Phaser.Component.InputEnabled</a></li>
<li><a href="Phaser.Component.InWorld.html">Phaser.Component.InWorld</a></li>
<li><a href="Phaser.Component.LifeSpan.html">Phaser.Component.LifeSpan</a></li>
<li><a href="Phaser.Component.PhysicsBody.html">Phaser.Component.PhysicsBody</a></li>
<li><a href="Phaser.Component.Reset.html">Phaser.Component.Reset</a></li>
</ul>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="alive"><span class="type-signature"></span>alive<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A useful flag to control if the Game Object is alive or dead.</p>
<p>This is set automatically by the Health components <code>damage</code> method should the object run out of health.
Or you can toggle it via your game code.</p>
<p>This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
However you can use <code>Group.getFirstAlive</code> in conjunction with this property for fast object pooling and recycling.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#alive">Phaser.Component.LifeSpan#alive</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-50">line 50</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angle"><span class="type-signature"></span>angle<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The angle property is the rotation of the Game Object in <em>degrees</em> from its original orientation.</p>
<p>Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.</p>
<p>Values outside this range are added to or subtracted from 360 to obtain a value within the range.
For example, the statement player.angle = 450 is the same as player.angle = 90.</p>
<p>If you wish to work in radians instead of degrees you can use the property <code>rotation</code> instead.
Working in radians is slightly faster as it doesn't have to perform any calculations.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Angle.html#angle">Phaser.Component.Angle#angle</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Angle.js.html">gameobjects/components/Angle.js</a>, <a href="src_gameobjects_components_Angle.js.html#sunlight-1-line-29">line 29</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="animations"><span class="type-signature"></span>animations<span class="type-signature"> :<a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
Through it you can create, play, pause and stop animations.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#animations">Phaser.Component.Core#animations</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-193">line 193</a>
</dt>
<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></li>
</ul>
</dd>
</dl>
</dd>
<dt>
<h4 class="name "
id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object with <code>autoCull</code> set to true will check its bounds against the World Camera every frame.
If it is not intersecting the Camera bounds at any point then it has its <code>renderable</code> property set to <code>false</code>.
This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.</p>
<p>This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.AutoCull.html#autoCull">Phaser.Component.AutoCull#autoCull</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-28">line 28</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendMode"><span class="type-signature"></span>blendMode<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#blendMode">PIXI.Graphics#blendMode</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>PIXI.blendModes.NORMAL;</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-61">line 61</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="body"><span class="type-signature"></span>body<span class="type-signature"> :<a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a>|<a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a>|<a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a>|null</span></h4>
</dt>
<dd>
<div class="description">
<p><code>body</code> is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
properties and methods via it.</p>
<p>By default Game Objects won't add themselves to any physics system and their <code>body</code> property will be <code>null</code>.</p>
<p>To enable this Game Object for physics you need to call <code>game.physics.enable(object, system)</code> where <code>object</code> is this object
and <code>system</code> is the Physics system you are using. If none is given it defaults to <code>Phaser.Physics.Arcade</code>.</p>
<p>You can alternatively call <code>game.physics.arcade.enable(object)</code>, or add this Game Object to a physics enabled Group.</p>
<p>Important: Enabling a Game Object for P2 or Ninja physics will automatically set its <code>anchor</code> property to 0.5,
so the physics body is centered on the Game Object.</p>
<p>If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a></span>
|
<span class="param-type">null</span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.PhysicsBody.html#body">Phaser.Component.PhysicsBody#body</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-91">line 91</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bottom"><span class="type-signature"></span>bottom<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The sum of the y and height properties.
This is the same as <code>y + height - offsetY</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#bottom">Phaser.Component.Bounds#bottom</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-168">line 168</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="boundsPadding"><span class="type-signature"></span>boundsPadding<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The bounds' padding used for bounds calculation.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#boundsPadding">PIXI.Graphics#boundsPadding</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-96">line 96</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if <code>fixedToCamera</code> is true.</p>
<p>The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.FixedToCamera.html#cameraOffset">Phaser.Component.FixedToCamera#cameraOffset</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-86">line 86</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="centerX"><span class="type-signature"></span>centerX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The center x coordinate of the Game Object.
This is the same as <code>(x - offsetX) + (width / 2)</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerX">Phaser.Component.Bounds#centerX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-58">line 58</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="centerY"><span class="type-signature"></span>centerY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The center y coordinate of the Game Object.
This is the same as <code>(y - offsetY) + (height / 2)</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerY">Phaser.Component.Bounds#centerY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-80">line 80</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="checkWorldBounds"><span class="type-signature"></span>checkWorldBounds<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this is set to <code>true</code> the Game Object checks if it is within the World bounds each frame. </p>
<p>When it is no longer intersecting the world bounds it dispatches the <code>onOutOfBounds</code> event.</p>
<p>If it was <em>previously</em> out of bounds but is now intersecting the world bounds again it dispatches the <code>onEnterBounds</code> event.</p>
<p>It also optionally kills the Game Object if <code>outOfBoundsKill</code> is <code>true</code>.</p>
<p>When <code>checkWorldBounds</code> is enabled it forces the Game Object to calculate its full bounds every frame.</p>
<p>This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#checkWorldBounds">Phaser.Component.InWorld#checkWorldBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-98">line 98</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="children"><span class="type-signature">&lt;readonly> </span>children<span class="type-signature"> :Array.&lt;<a href="global.html#DisplayObject">DisplayObject</a>></span></h4>
</dt>
<dd>
<div class="description">
<p>[read-only] The array of children of this container.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">Array.&lt;<a href="global.html#DisplayObject">DisplayObject</a>></span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#children">PIXI.DisplayObjectContainer#children</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-17">line 17</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="components"><span class="type-signature">&lt;internal> </span>components<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>The components this Game Object has installed.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#components">Phaser.Component.Core#components</a>
</li></dd>
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-167">line 167</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="data"><span class="type-signature"></span>data<span class="type-signature"> :Object</span></h4>
</dt>
<dd>
<div class="description">
<p>An empty Object that belongs to this Game Object.
This value isn't ever used internally by Phaser, but may be used by your own code, or
by Phaser Plugins, to store data that needs to be associated with the Game Object,
without polluting the Game Object directly.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#data">Phaser.Component.Core#data</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>{}</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-160">line 160</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="debug"><span class="type-signature"></span>debug<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A debug flag designed for use with <code>Game.enableStep</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#debug">Phaser.Component.Core#debug</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-218">line 218</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroyPhase"><span class="type-signature">&lt;readonly> </span>destroyPhase<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Destroy.html#destroyPhase">Phaser.Component.Destroy#destroyPhase</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Destroy.js.html">gameobjects/components/Destroy.js</a>, <a href="src_gameobjects_components_Destroy.js.html#sunlight-1-line-22">line 22</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="events"><span class="type-signature"></span>events<span class="type-signature"> :<a href="Phaser.Events.html">Phaser.Events</a></span></h4>
</dt>
<dd>
<div class="description">
<p>All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#events">Phaser.Component.Core#events</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-185">line 185</a>
</dt>
<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.Events.html">Phaser.Events</a></li>
</ul>
</dd>
</dl>
</dd>
<dt>
<h4 class="name "
id="exists"><span class="type-signature"></span>exists<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Controls if this Game Object is processed by the core game loop.
If this Game Object has a physics body it also controls if its physics body is updated or not.
When <code>exists</code> is set to <code>false</code> it will remove its physics body from the physics world if it has one.
It also toggles the <code>visible</code> property to false as well.</p>
<p>Setting <code>exists</code> to true will add its physics body back in to the physics world, if it has one.
It will also set the <code>visible</code> property to <code>true</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#exists">Phaser.Component.Core#exists</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-284">line 284</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fillAlpha"><span class="type-signature"></span>fillAlpha<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The alpha value used when filling the Graphics object.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#fillAlpha">PIXI.Graphics#fillAlpha</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-18">line 18</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object that is &quot;fixed&quot; to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.</p>
<p>The values are adjusted at the rendering stage, overriding the Game Objects actual world position.</p>
<p>The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
regardless where in the world the camera is.</p>
<p>The offsets are stored in the <code>cameraOffset</code> property.</p>
<p>Note that the <code>cameraOffset</code> values are in addition to any parent of this Game Object on the display list.</p>
<p>Be careful not to set <code>fixedToCamera</code> on Game Objects which are in Groups that already have <code>fixedToCamera</code> enabled on them.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.FixedToCamera.html#fixedToCamera">Phaser.Component.FixedToCamera#fixedToCamera</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-56">line 56</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fresh"><span class="type-signature">&lt;readonly> </span>fresh<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object is considered <code>fresh</code> if it has just been created or reset and is yet to receive a renderer transform update.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#fresh">Phaser.Component.Core#fresh</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-248">line 248</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A reference to the currently running Game.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#game">Phaser.Component.Core#game</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-142">line 142</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="height"><span class="type-signature"></span>height<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#height">PIXI.DisplayObjectContainer#height</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-72">line 72</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="ignoreChildInput"><span class="type-signature"></span>ignoreChildInput<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If <code>ignoreChildInput</code> is <code>false</code> it will allow this objects <em>children</em> to be considered as valid for Input events.</p>
<p>If this property is <code>true</code> then the children will <em>not</em> be considered as valid for Input events.</p>
<p>Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#ignoreChildInput">PIXI.DisplayObjectContainer#ignoreChildInput</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inCamera"><span class="type-signature">&lt;readonly> </span>inCamera<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Game Objects bounds intersect with the Game Camera bounds.
Returns <code>true</code> if they do, otherwise <code>false</code> if fully outside of the Cameras bounds.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.AutoCull.html#inCamera">Phaser.Component.AutoCull#inCamera</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-37">line 37</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="input"><span class="type-signature"></span>input<span class="type-signature"> :<a href="Phaser.InputHandler.html">Phaser.InputHandler</a>|null</span></h4>
</dt>
<dd>
<div class="description">
<p>The Input Handler for this Game Object.</p>
<p>By default it is disabled. If you wish this Game Object to process input events you should enable it with: <code>inputEnabled = true</code>.</p>
<p>After you have done this, this property will be a reference to the Phaser InputHandler.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
|
<span class="param-type">null</span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InputEnabled.html#input">Phaser.Component.InputEnabled#input</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>By default a Game Object won't process any input events. By setting <code>inputEnabled</code> to true a Phaser.InputHandler is created
for this Game Object and it will then start to process click / touch events and more.</p>
<p>You can then access the Input Handler via <code>this.input</code>.</p>
<p>Note that Input related events are dispatched from <code>this.events</code>, i.e.: <code>events.onInputDown</code>.</p>
<p>If you set this property to false it will stop the Input Handler from processing any more input events.</p>
<p>If you want to <em>temporarily</em> disable input for a Game Object, then it's better to set
<code>input.enabled = false</code>, as it won't reset any of the Input Handlers internal properties.
You can then toggle this back on as needed.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InputEnabled.html#inputEnabled">Phaser.Component.InputEnabled#inputEnabled</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inWorld"><span class="type-signature">&lt;readonly> </span>inWorld<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#inWorld">Phaser.Component.InWorld#inWorld</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-129">line 129</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="isMask"><span class="type-signature"></span>isMask<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Whether this shape is being used as a mask.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#isMask">PIXI.Graphics#isMask</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-88">line 88</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="key"><span class="type-signature"></span>key<span class="type-signature"> :string|<a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a>|<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>|<a href="Phaser.Video.html">Phaser.Video</a>|<a href="PIXI.Texture.html">PIXI.Texture</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The key of the image or texture used by this Game Object during rendering.
If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
If a Game Object is created without a key it is automatically assigned the key <code>__default</code> which is a 32x32 transparent PNG stored within the Cache.
If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key <code>__missing</code> which is a 32x32 PNG of a green box with a line through it.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="Phaser.Video.html">Phaser.Video</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#key">Phaser.Component.Core#key</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-203">line 203</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="left"><span class="type-signature"></span>left<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The left coordinate of the Game Object.
This is the same as <code>x - offsetX</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#left">Phaser.Component.Bounds#left</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-102">line 102</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="lifespan"><span class="type-signature"></span>lifespan<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The lifespan allows you to give a Game Object a lifespan in milliseconds.</p>
<p>Once the Game Object is 'born' you can set this to a positive value.</p>
<p>It is automatically decremented by the millisecond equivalent of <code>game.time.physicsElapsed</code> each frame.
When it reaches zero it will call the <code>kill</code> method.</p>
<p>Very handy for particles, bullets, collectibles, or any other short-lived entity.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#lifespan">Phaser.Component.LifeSpan#lifespan</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-65">line 65</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="lineColor"><span class="type-signature"></span>lineColor<span class="type-signature"> :String</span></h4>
</dt>
<dd>
<div class="description">
<p>The color of any lines drawn.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#lineColor">PIXI.Graphics#lineColor</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>0</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-34">line 34</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="lineWidth"><span class="type-signature"></span>lineWidth<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The width (thickness) of any lines drawn.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#lineWidth">PIXI.Graphics#lineWidth</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="name"><span class="type-signature"></span>name<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>A user defined name given to this Game Object.
This value isn't ever used internally by Phaser, it is meant as a game level property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#name">Phaser.Component.Core#name</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-150">line 150</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="offsetX"><span class="type-signature">&lt;readonly> </span>offsetX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The amount the Game Object is visually offset from its x coordinate.
This is the same as <code>width * anchor.x</code>.
It will only be &gt; 0 if anchor.x is not equal to zero.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#offsetX">Phaser.Component.Bounds#offsetX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="offsetY"><span class="type-signature">&lt;readonly> </span>offsetY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The amount the Game Object is visually offset from its y coordinate.
This is the same as <code>height * anchor.y</code>.
It will only be &gt; 0 if anchor.y is not equal to zero.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#offsetY">Phaser.Component.Bounds#offsetY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="outOfBoundsKill"><span class="type-signature"></span>outOfBoundsKill<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this and the <code>checkWorldBounds</code> property are both set to <code>true</code> then the <code>kill</code> method is called as soon as <code>inWorld</code> returns false.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#outOfBoundsKill">Phaser.Component.InWorld#outOfBoundsKill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-106">line 106</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="outOfCameraBoundsKill"><span class="type-signature"></span>outOfCameraBoundsKill<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this and the <code>autoCull</code> property are both set to <code>true</code>, then the <code>kill</code> method
is called as soon as the Game Object leaves the camera bounds.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#outOfCameraBoundsKill">Phaser.Component.InWorld#outOfCameraBoundsKill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-115">line 115</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pendingDestroy"><span class="type-signature"></span>pendingDestroy<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.</p>
<p>This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#pendingDestroy">Phaser.Component.Core#pendingDestroy</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-259">line 259</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="physicsType"><span class="type-signature">&lt;readonly> </span>physicsType<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const physics body type of this object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Graphics.js.html">gameobjects/Graphics.js</a>, <a href="src_gameobjects_Graphics.js.html#sunlight-1-line-65">line 65</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="previousPosition"><span class="type-signature">&lt;readonly> </span>previousPosition<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The position the Game Object was located in the previous frame.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#previousPosition">Phaser.Component.Core#previousPosition</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-225">line 225</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="previousRotation"><span class="type-signature">&lt;readonly> </span>previousRotation<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The rotation the Game Object was in set to in the previous frame. Value is in radians.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#previousRotation">Phaser.Component.Core#previousRotation</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-232">line 232</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="renderOrderID"><span class="type-signature">&lt;readonly> </span>renderOrderID<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#renderOrderID">Phaser.Component.Core#renderOrderID</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-240">line 240</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="right"><span class="type-signature"></span>right<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The right coordinate of the Game Object.
This is the same as <code>x + width - offsetX</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#right">Phaser.Component.Bounds#right</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-124">line 124</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="tint"><span class="type-signature"></span>tint<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#tint">PIXI.Graphics#tint</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>0xFFFFFF</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-52">line 52</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="top"><span class="type-signature"></span>top<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The y coordinate of the Game Object.
This is the same as <code>y - offsetY</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#top">Phaser.Component.Bounds#top</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-146">line 146</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="type"><span class="type-signature"></span>type<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const type of this object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Graphics.js.html">gameobjects/Graphics.js</a>, <a href="src_gameobjects_Graphics.js.html#sunlight-1-line-59">line 59</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="width"><span class="type-signature"></span>width<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#width">PIXI.DisplayObjectContainer#width</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-43">line 43</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="world"><span class="type-signature"></span>world<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ from <code>position</code>,
which contains the x/y coordinates relative to the Game Objects parent.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#world">Phaser.Component.Core#world</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-211">line 211</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="x"><span class="type-signature"></span>x<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The position of the Game Object on the x axis relative to the local coordinates of the parent.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.PhysicsBody.html#x">Phaser.Component.PhysicsBody#x</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-98">line 98</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="y"><span class="type-signature"></span>y<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The position of the Game Object on the y axis relative to the local coordinates of the parent.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.PhysicsBody.html#y">Phaser.Component.PhysicsBody#y</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-124">line 124</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="z"><span class="type-signature">&lt;readonly> </span>z<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
This value is adjusted automatically whenever the Group hierarchy changes.
If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#z">Phaser.Component.Core#z</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-177">line 177</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="addChild"><span class="type-signature"></span>addChild<span class="signature">(child)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a child to the container.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject to add to the container</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChild">PIXI.DisplayObjectContainer#addChild</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-102">line 102</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="addChildAt"><span class="type-signature"></span>addChildAt<span class="signature">(child, index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The child to add</p></td>
</tr>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to place the child in</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChildAt">PIXI.DisplayObjectContainer#addChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-114">line 114</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="alignIn"><span class="type-signature"></span>alignIn<span class="signature">(container, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> &rarr; {Object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Aligns this Game Object within another Game Object, or Rectangle, known as the
'container', to one of 9 possible positions.</p>
<p>The container must be a Game Object, or Phaser.Rectangle object. This can include properties
such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of
the container. It simply modifies its position coordinates so it aligns with it.</p>
<p>The position constants you can use are:</p>
<p><code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>,
<code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>,
<code>Phaser.BOTTOM_CENTER</code> and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the
container, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:</p>
<p><code>sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
one expands it.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>container</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
</tr>
<tr>
<td class="name"><code>position</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Object</span>
-
</div>
<div class="returns-desc param-desc">
<p>This Game Object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#alignIn">Phaser.Component.Bounds#alignIn</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-223">line 223</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="alignTo"><span class="type-signature"></span>alignTo<span class="signature">(parent, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> &rarr; {Object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
'parent', in one of 11 possible positions.</p>
<p>The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of
the parent. It simply modifies its position coordinates so it aligns with it.</p>
<p>The position constants you can use are:</p>
<p><code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>,
<code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>,
<code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code>
and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the
parent, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:</p>
<p><code>sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
one expands it.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>parent</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
</tr>
<tr>
<td class="name"><code>position</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Object</span>
-
</div>
<div class="returns-desc param-desc">
<p>This Game Object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#alignTo">Phaser.Component.Bounds#alignTo</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-321">line 321</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="arc"><span class="type-signature"></span>arc<span class="signature">(cx, cy, radius, startAngle, endAngle, anticlockwise, segments)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>The arc method creates an arc/curve (used to create circles, or parts of circles).</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cx</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The x-coordinate of the center of the circle</p></td>
</tr>
<tr>
<td class="name"><code>cy</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The y-coordinate of the center of the circle</p></td>
</tr>
<tr>
<td class="name"><code>radius</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The radius of the circle</p></td>
</tr>
<tr>
<td class="name"><code>startAngle</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)</p></td>
</tr>
<tr>
<td class="name"><code>endAngle</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The ending angle, in radians</p></td>
</tr>
<tr>
<td class="name"><code>anticlockwise</code></td>
<td class="type">
<span class="param-type">Boolean</span>
</td>
<td class="description last"><p>Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.</p></td>
</tr>
<tr>
<td class="name"><code>segments</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Optional. The number of segments to use when calculating the arc. The default is 40. If you need more fidelity use a higher number.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#arc">PIXI.Graphics#arc</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-395">line 395</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="beginFill"><span class="type-signature"></span>beginFill<span class="signature">(color, alpha)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Specifies a simple one-color fill that subsequent calls to other Graphics methods
(such as lineTo() or drawCircle()) use when drawing.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>the color of the fill</p></td>
</tr>
<tr>
<td class="name"><code>alpha</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>the alpha of the fill</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#beginFill">PIXI.Graphics#beginFill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-481">line 481</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bezierCurveTo"><span class="type-signature"></span>bezierCurveTo<span class="signature">(cpX, cpY, cpX2, cpY2, toX, toY)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Calculate the points for a bezier curve and then draws it.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cpX</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Control point x</p></td>
</tr>
<tr>
<td class="name"><code>cpY</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Control point y</p></td>
</tr>
<tr>
<td class="name"><code>cpX2</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Second Control point x</p></td>
</tr>
<tr>
<td class="name"><code>cpY2</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Second Control point y</p></td>
</tr>
<tr>
<td class="name"><code>toX</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Destination point x</p></td>
</tr>
<tr>
<td class="name"><code>toY</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Destination point y</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#bezierCurveTo">PIXI.Graphics#bezierCurveTo</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-266">line 266</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="clear"><span class="type-signature"></span>clear<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#clear">PIXI.Graphics#clear</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-623">line 623</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroy"><span class="type-signature"></span>destroy<span class="signature">(<span class="optional">destroyChildren</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroy this Graphics instance.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>destroyChildren</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Should every child of this object have its destroy method called?</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Graphics.js.html">gameobjects/Graphics.js</a>, <a href="src_gameobjects_Graphics.js.html#sunlight-1-line-117">line 117</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroyCachedSprite"><span class="type-signature"></span>destroyCachedSprite<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroys a previous cached sprite.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#destroyCachedSprite">PIXI.Graphics#destroyCachedSprite</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-1138">line 1138</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="drawCircle"><span class="type-signature"></span>drawCircle<span class="signature">(x, y, diameter)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws a circle.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The X coordinate of the center of the circle</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The Y coordinate of the center of the circle</p></td>
</tr>
<tr>
<td class="name"><code>diameter</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The diameter of the circle</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#drawCircle">PIXI.Graphics#drawCircle</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-555">line 555</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="drawEllipse"><span class="type-signature"></span>drawEllipse<span class="signature">(x, y, width, height)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws an ellipse.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The X coordinate of the center of the ellipse</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The Y coordinate of the center of the ellipse</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The half width of the ellipse</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The half height of the ellipse</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#drawEllipse">PIXI.Graphics#drawEllipse</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-571">line 571</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="drawPolygon"><span class="type-signature"></span>drawPolygon<span class="signature">(path)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws a polygon using the given path.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>path</code></td>
<td class="type">
<span class="param-type">Array</span>
|
<span class="param-type">PhaserPolygon</span>
</td>
<td class="description last"><p>The path data used to construct the polygon. Can either be an array of points or a Phaser.Polygon object.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#drawPolygon">PIXI.Graphics#drawPolygon</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-588">line 588</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="drawRect"><span class="type-signature"></span>drawRect<span class="signature">(x, y, width, height)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The X coord of the top-left of the rectangle</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The Y coord of the top-left of the rectangle</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The width of the rectangle</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The height of the rectangle</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#drawRect">PIXI.Graphics#drawRect</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-524">line 524</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="drawRoundedRect"><span class="type-signature"></span>drawRoundedRect<span class="signature">(x, y, width, height, radius)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The X coord of the top-left of the rectangle</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The Y coord of the top-left of the rectangle</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The width of the rectangle</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The height of the rectangle</p></td>
</tr>
<tr>
<td class="name"><code>radius</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Radius of the rectangle corners. In WebGL this must be a value between 0 and 9.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#drawRoundedRect">PIXI.Graphics#drawRoundedRect</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-540">line 540</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="drawShape"><span class="type-signature"></span>drawShape<span class="signature">(shape)</span><span class="type-signature"> &rarr; {<a href="PIXI.GraphicsData.html">PIXI.GraphicsData</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>shape</code></td>
<td class="type">
<span class="param-type">Circle</span>
|
<span class="param-type">Rectangle</span>
|
<span class="param-type">Ellipse</span>
|
<span class="param-type">Line</span>
|
<span class="param-type">Polygon</span>
</td>
<td class="description last"><p>The Shape object to draw.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.GraphicsData.html">PIXI.GraphicsData</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The generated GraphicsData object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#drawShape">PIXI.Graphics#drawShape</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-1149">line 1149</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="endFill"><span class="type-signature"></span>endFill<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#endFill">PIXI.Graphics#endFill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-509">line 509</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="generateTexture"><span class="type-signature"></span>generateTexture<span class="signature">(<span class="optional">resolution</span>, <span class="optional">scaleMode</span>, <span class="optional">padding</span>)</span><span class="type-signature"> &rarr; {<a href="PIXI.Texture.html">PIXI.Texture</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Useful function that returns a texture of the graphics object that can then be used to create sprites
This can be quite useful if your geometry is complicated and needs to be reused multiple times.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>resolution</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The resolution of the texture being generated</p></td>
</tr>
<tr>
<td class="name"><code>scaleMode</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>Should be one of the PIXI.scaleMode consts</p></td>
</tr>
<tr>
<td class="name"><code>padding</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>Add optional extra padding to the generated texture (default 0)</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>a texture of the graphics object</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#generateTexture">PIXI.Graphics#generateTexture</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-643">line 643</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getBounds"><span class="type-signature"></span>getBounds<span class="signature">()</span><span class="type-signature"> &rarr; {Rectangle}</span></h4>
</dt>
<dd>
<div class="description">
<p>Retrieves the bounds of the graphic shape as a rectangle object</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Rectangle</span>
-
</div>
<div class="returns-desc param-desc">
<p>the rectangular bounding area</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#getBounds">PIXI.Graphics#getBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-839">line 839</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getChildAt"><span class="type-signature"></span>getChildAt<span class="signature">(index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the child at the specified index</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to get the child from</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child at the given index, if any.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getChildAt">PIXI.DisplayObjectContainer#getChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-205">line 205</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getChildIndex"><span class="type-signature"></span>getChildIndex<span class="signature">(child)</span><span class="type-signature"> &rarr; {Number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the index position of a child DisplayObject instance</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject instance to identify</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The index position of the child display object to identify</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getChildIndex">PIXI.DisplayObjectContainer#getChildIndex</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-170">line 170</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getLocalBounds"><span class="type-signature"></span>getLocalBounds<span class="signature">()</span><span class="type-signature"> &rarr; {Rectangle}</span></h4>
</dt>
<dd>
<div class="description">
<p>Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Rectangle</span>
-
</div>
<div class="returns-desc param-desc">
<p>The rectangular bounding area</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getLocalBounds">PIXI.DisplayObjectContainer#getLocalBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-381">line 381</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Kills a Game Object. A killed Game Object has its <code>alive</code>, <code>exists</code> and <code>visible</code> properties all set to false.</p>
<p>It will dispatch the <code>onKilled</code> event. You can listen to <code>events.onKilled</code> for the signal.</p>
<p>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.</p>
<p>If you don't need this Game Object any more you should call <code>destroy</code> instead.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#kill">Phaser.Component.LifeSpan#kill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-113">line 113</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="lineStyle"><span class="type-signature"></span>lineStyle<span class="signature">(lineWidth, color, alpha)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>lineWidth</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>width of the line to draw, will update the objects stored style</p></td>
</tr>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>color of the line to draw, will update the objects stored style</p></td>
</tr>
<tr>
<td class="name"><code>alpha</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>alpha of the line to draw, will update the objects stored style</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#lineStyle">PIXI.Graphics#lineStyle</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-139">line 139</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="lineTo"><span class="type-signature"></span>lineTo<span class="signature">(x, y)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Draws a line using the current line style from the current drawing position to (x, y);
The current drawing position is then set to (x, y).</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>the X coordinate to draw to</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>the Y coordinate to draw to</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#lineTo">PIXI.Graphics#lineTo</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-188">line 188</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveTo"><span class="type-signature"></span>moveTo<span class="signature">(x, y)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Moves the current drawing position to x, y.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>the X coordinate to move to</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>the Y coordinate to move to</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#moveTo">PIXI.Graphics#moveTo</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-173">line 173</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="postUpdate"><span class="type-signature">&lt;internal> </span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method called by the World postUpdate cycle.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#postUpdate">Phaser.Component.Core#postUpdate</a>
</li></dd>
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-338">line 338</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Automatically called by World.preUpdate.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Graphics.js.html">gameobjects/Graphics.js</a>, <a href="src_gameobjects_Graphics.js.html#sunlight-1-line-106">line 106</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="quadraticCurveTo"><span class="type-signature"></span>quadraticCurveTo<span class="signature">(cpX, cpY, toX, toY)</span><span class="type-signature"> &rarr; {<a href="PIXI.Graphics.html">PIXI.Graphics</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Calculate the points for a quadratic bezier curve and then draws it.
Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cpX</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Control point x</p></td>
</tr>
<tr>
<td class="name"><code>cpY</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Control point y</p></td>
</tr>
<tr>
<td class="name"><code>toX</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Destination point x</p></td>
</tr>
<tr>
<td class="name"><code>toY</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>Destination point y</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Graphics.html">PIXI.Graphics</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#quadraticCurveTo">PIXI.Graphics#quadraticCurveTo</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-211">line 211</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChild"><span class="type-signature"></span>removeChild<span class="signature">(child)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Removes a child from the container.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject to remove</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was removed.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChild">PIXI.DisplayObjectContainer#removeChild</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-222">line 222</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChildAt"><span class="type-signature"></span>removeChildAt<span class="signature">(index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Removes a child from the specified index position.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to get the child from</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was removed.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChildAt">PIXI.DisplayObjectContainer#removeChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-237">line 237</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChildren"><span class="type-signature"></span>removeChildren<span class="signature">(beginIndex, endIndex)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes all children from this container that are within the begin and end indexes.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>beginIndex</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The beginning position. Default value is 0.</p></td>
</tr>
<tr>
<td class="name"><code>endIndex</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The ending position. Default value is size of the container.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChildren">PIXI.DisplayObjectContainer#removeChildren</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-255">line 255</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeStageReference"><span class="type-signature"></span>removeStageReference<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes the current stage reference from the container and all of its children.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeStageReference">PIXI.DisplayObjectContainer#removeStageReference</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-426">line 426</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="reset"><span class="type-signature"></span>reset<span class="signature">(x, y, <span class="optional">health</span>)</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Game Object.</p>
<p>This moves the Game Object to the given x/y world coordinates and sets <code>fresh</code>, <code>exists</code>,
<code>visible</code> and <code>renderable</code> to true.</p>
<p>If this Game Object has the LifeSpan component it will also set <code>alive</code> to true and <code>health</code> to the given value.</p>
<p>If this Game Object has a Physics Body it will reset the Body.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The x coordinate (in world space) to position the Game Object at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The y coordinate (in world space) to position the Game Object at.</p></td>
</tr>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The health to give the Game Object if it has the Health component.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Reset.html#reset">Phaser.Component.Reset#reset</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Reset.js.html">gameobjects/components/Reset.js</a>, <a href="src_gameobjects_components_Reset.js.html#sunlight-1-line-30">line 30</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="revive"><span class="type-signature"></span>revive<span class="signature">(<span class="optional">health</span>)</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.</p>
<p>A resurrected Game Object has its <code>alive</code>, <code>exists</code> and <code>visible</code> properties all set to true.</p>
<p>It will dispatch the <code>onRevived</code> event. Listen to <code>events.onRevived</code> for the signal.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
100
</td>
<td class="description last"><p>The health to give the Game Object. Only set if the GameObject has the Health component.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#revive">Phaser.Component.LifeSpan#revive</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-78">line 78</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setChildIndex"><span class="type-signature"></span>setChildIndex<span class="signature">(child, index)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Changes the position of an existing child in the display object container</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The child DisplayObject instance for which you want to change the index number</p></td>
</tr>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The resulting index number for the child display object</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#setChildIndex">PIXI.DisplayObjectContainer#setChildIndex</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-187">line 187</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setStageReference"><span class="type-signature"></span>setStageReference<span class="signature">(stage)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>stage</code></td>
<td class="type">
<span class="param-type">Stage</span>
</td>
<td class="description last"><p>the stage that the container will have as its current stage reference</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#setStageReference">PIXI.DisplayObjectContainer#setStageReference</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-410">line 410</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="swapChildren"><span class="type-signature"></span>swapChildren<span class="signature">(child, child2)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Swaps the position of 2 Display Objects within this container.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
<tr>
<td class="name"><code>child2</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#swapChildren">PIXI.DisplayObjectContainer#swapChildren</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-145">line 145</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Override this method in your own custom objects to handle any update requirements.
It is called immediately after <code>preUpdate</code> and before <code>postUpdate</code>.
Remember if this Game Object has any children you should call update on those too.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#update">Phaser.Component.Core#update</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-328">line 328</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="updateLocalBounds"><span class="type-signature"></span>updateLocalBounds<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Update the bounds of the object</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Graphics.html#updateLocalBounds">PIXI.Graphics#updateLocalBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_primitives_Graphics.js.html">pixi/primitives/Graphics.js</a>, <a href="src_pixi_primitives_Graphics.js.html#sunlight-1-line-962">line 962</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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