getFirstDead(createIfNull, x, y, key,
bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all
image(x, y, key, frame) → {Phaser.Image}
play(name, frameRate, loop, killOnComplete) → {
group(parent, name, addToStage, enableBody,
justOut(pointerId, delay) → {boolean} Returns true if the pointer
autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame
texture(key, data, pixelWidth, pixelHeight, palette)
left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups
checkBoundsRect() Bounds Rect check for the sprite drag Source code:
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