Methods
-
add_animation(object, name, frames, fps, loop)
-
Parameters:
Name Type Description object
Sprite sprite to apply the animation to
name
String name of the tag for the animation
frames
array of numbers or strings that correspond to frames to add to the animation
fps
Number the speed the animation should play
loop
Boolean whether or not the animation should loop or play once
Code Equivalent:
variable_object.animations.add('text_name', value_frames, number_fps, checkbox_loop);
-
add_child(object, child)
-
Adds a child to the given object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
the object to add a child to
child
the child to add to the object
Code Equivalent:
variable_object.addChild(value_child);
-
add_child(object, child)
-
Parameters:
Name Type Description object
the object to add a child to
child
the child to add to the object
Code Equivalent:
variable_object.addChild(value_child);
-
add_child_at(object, child, index)
-
Adds a child to the given object at the given index.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
the object to add a child to
child
the child to add to the object
index
Number the index to add the child to
Code Equivalent:
object.addChildAt(child, index);
-
add_child_at(object, child, index)
-
Parameters:
Name Type Description object
the object to add a child to
child
the child to add to the object
index
Number the index to add the child to
Code Equivalent:
variable_object.addChildAt(value_child, value_index);
-
add_image(x, y, tag)
-
Create a sprite based on an image.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description x
Number x position of the sprite
y
Number y position of the sprite
tag
String the tag of the image to use for the sprite
Code Equivalent:
game.add.sprite(x_pos, y_pos, tag)
-
addspritewithatlas(tag, source, xml)
-
Create an atlas image to be used in the game.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description tag
String the tag that defines the image
source
String the file path of the image
xml
String the file path of the xml file
Code Equivalent:
game.load.atlasXML(value_tag, value_text_source, value_text_xmlsource)
-
align_in(object, container, position, offset_x, offset_y)
-
Align an object inside of another object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to align
container
object to align to
position
Number position to justify the alignment to
offset_x
Number horizontal adjustment of the alignment
offset_y
Number vertical adjustment of the alignment
Code Equivalent:
object.alignIn(container, Phaser.dropdown_position, offset_x, offset_y);
-
align_to(object, container, position, offset_x, offset_y)
-
Align an object to the side of another object.
Check out the third party documentation for a more in depth explanation.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to align
container
object to align to
position
Number position to justify the alignment to
offset_x
Number horizontal adjustment of the alignment
offset_y
Number vertical adjustment of the alignment
Code Equivalent:
object.alignTo(container, Phaser.dropdown_position, offset_x, offset_y);
-
Blockly.JavaScript['remove_child'](block)
-
Parameters:
Name Type Description block
Code Equivalent:
undefined
-
Blockly.JavaScript['remove_child_at'](block)
-
Parameters:
Name Type Description block
Code Equivalent:
undefined
-
Blockly.JavaScript['remove_children'](block)
-
Parameters:
Name Type Description block
Code Equivalent:
undefined
-
Blockly.JavaScript['set_child_index'](block)
-
Parameters:
Name Type Description block
Code Equivalent:
undefined
-
Blockly.JavaScript['set_texture'](block)
-
Parameters:
Name Type Description block
Code Equivalent:
undefined
-
bring_to_top(object)
-
Render an object on top of all other objects.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to render
Code Equivalent:
value_object.bringToTop();
-
check_world_bounds(object, bool)
-
If true, the game checks every frame to see if an object is within the world bounds, and returns a boolean with the result.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to check
bool
Boolean enables/disables checking world bounds
Code Equivalent:
value_object.checkWorldBounds = value_bool;
-
clear_cropping(object)
-
Clear the cropping on an object's image.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object whose image is cropped
Code Equivalent:
value_object.crop();
-
clear_scale_min_max(object)
-
Clears all scale constraints set on the object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to clear scale constraints from
Code Equivalent:
value_object.setScaleMinMax();
-
contains(object, child)
-
Checks if an object contains the given child.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to check
child
child to check
Code Equivalent:
object.contains(value_child)
-
contains(object, child)
-
Parameters:
Name Type Description object
object to check
child
child to check
Code Equivalent:
variable_object.contains(value_child)
-
create_image(tag, source)
-
Create an image to be used in the game.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description tag
String the tag that defines the image
source
String the file path of the image
Code Equivalent:
game.load.image(tag, source);
-
create_sprite_sheet(tag, source, width, height)
-
Create a sprite sheet from an image.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description tag
String the tag that defines the image
source
String the file path of the image
width
Number the width of each frame
height
Number the height of each frame
Code Equivalent:
game.load.spritesheet(tag, source, number_frame_width, number_frame_height);
-
crop(object, rectangle)
-
Crop the image of an object to the given rectangular bounds.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object whose image is getting cropped
rectangle
Phaser.Rectangle the rectangle bounds and properites to use for the crop
Code Equivalent:
value_object.crop(value_rectangle);
-
destroy_sprite(object, bool)
-
Destroy the given sprite object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to destroy
bool
Boolean whether or not the sprite's children should also be destroyed
Code Equivalent:
value_object.destroy(value_bool);
-
get_child_at(object, index)
-
Get the child at the given index.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to get the child from
index
Number index the child is located at
Code Equivalent:
object.getChildAt(value_index)
-
get_child_at(object, index)
-
Parameters:
Name Type Description object
object to retrieve the child from
index
Number index the child is located at
Code Equivalent:
variable_object.getChildAt(value_index)
-
get_child_index(object, child)
-
Parameters:
Name Type Description object
object to get the child from
child
child to get the index from
Code Equivalent:
variable_object.getChildIndex(value_child)
-
get_child_index(object, child)
-
Get the index of the given child.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to get the child from
child
child to get the index from
Code Equivalent:
object.getChildIndex(child)
-
imagesubtextureatlas(x, y, tag, id)
-
Create a sprite based on an atlas image.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description x
Number x position of the sprite
y
Number y position of the sprite
tag
String the tag of the image to use for the sprite
id
String the id of the xml texture to use for the sprite
Code Equivalent:
game.add.sprite(value_x, value_y, value_spritesource, value_xmlsubtexture )
-
load_texture(object, tag)
-
Changes the image of a sprite object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object whose image is getting changed
tag
String the tag of the texture to change the image to
Code Equivalent:
value_object.loadTexture(value_texture);
-
move_down(object)
-
Moves the object down one layer in the display list.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to render
Code Equivalent:
value_object.moveDown();
-
move_up(object)
-
Moves the object up one layer in the display list.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to render
Code Equivalent:
value_object.moveUp();
-
out_of_bounds_faint(object, boolean)
-
If true, the object gets deleted if it leaves the world bounds.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object that gets deleted
boolean
Boolean sets the action to true or false
Code Equivalent:
value_object.outOfBoundsFaint = value_bool;
-
out_of_bounds_kill ()
-
Code Equivalent:
undefined
-
remove_child(object, child)
-
Removes the given child from the object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to remove the child from
child
child to remove from the object
Code Equivalent:
object.removeChild(child);
-
remove_child_at(object, index)
-
Removes the child at the given index from the object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to remove the child from
index
index of the child to remove from the object
Code Equivalent:
object.removeChildAt(value_index);
-
remove_children()
-
Removes all children from the object.
Check out the third party documentation for a more in depth explanation.Code Equivalent:
object.removeChildren();
-
reset_frame(object)
-
Parameters:
Name Type Description object
object to reset
Code Equivalent:
value_object.resetFrame();
-
resize_frame()
-
Parameters:
Type Description Code Equivalent:
value_object.resetFrame(value_parent, value_width, value_height);
-
send_to_back(object)
-
Render an object below all other objects.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to render
Code Equivalent:
game.world.sendToBack(variable_object);
-
set_child_index(object, child, index)
-
Sets the position of the child in the object's list of children.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object that contains the child
child
child to change the position of
index
Number index to set the child's position to
Code Equivalent:
object.setChildIndex(child, index);
-
set_scale_min_max(object, minX, minY, maxX, maxY)
-
Sets the limits for how the object will scale based on it's parent.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to set the scale constraints for
minX
Number the minimum horizontal scale the Game Object can scale down to
minY
Number the minimum vertical scale the Game Object can scale down to
maxX
Number the maximum horizontal scale the Game Object can scale down to
maxY
Number the maximum vertical scale the Game Object can scale down to
Code Equivalent:
value_object.setScaleMinMax(minX, minY, maxX, maxY);
-
set_sprite_frame(object, frame)
-
Sets the texture frame for the object to use for rendering.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to set the frame for
frame
frame to set the texture to
Code Equivalent:
value_object.setFrame(value_frame);
-
sprite_overlap ()
-
Code Equivalent:
undefined
-
swap_children(parent, child, child2)
-
Swaps the position of the two children in the object's list.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description parent
parent of the children who are being swapped
child
to be swapped with child2
child2
to be swapped with cihld
Code Equivalent:
value_parent.swapChildren(value_child, value_child2);