sprite(x, y, key, frame) → {Phaser
grab(clear, alpha, blendMode) → {
forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See
ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children
loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload
y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.
fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated
delay : number The delay in ms between each frame of the Animation, based on the given frameRate.
spriteSourceSizeW : number Width of the trimmed sprite. Source code:
enable(object, system, debug) This will create a default physics body on
Page 83 of 100