checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame
onDragStop : Phaser.Signal This signal is dispatched
texture(key, data, pixelWidth, pixelHeight, palette)
[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate
group(parent, name, addToStage, enableBody,
onAddedToGroup : Phaser.Signal This signal is dispatched
tileSprite(x, y, width, height, key, frame, group) → {
weapon(quantity, key, frame, group)
snapOffsetY : number This defines the top-left Y coordinate of the snap grid.. Source
getFirstDead(createIfNull, x, y, key,
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