image(x, y, key, frame) → {Phaser.Image}
sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display
frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the
spriteBatch(parent, name, addToStage) → {
preUpdate() Automatically called by World.preUpdate. Source code:
onKilled : Phaser.Signal This signal is dispatched
checkPointerOver(pointer, fastTest) → {boolean} Checks if the given
[readonly] snapshot : Phaser.BitmapData
centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)
pointerTimeUp(pointerId) → {number} A timestamp representing when
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