Cache#removePhysics()

removePhysics(key) Removes a physics data file from the cache. Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewherethen it will persist in memory. Parameters Name Type Description key string Key of the asset you want to remove. Source code: loader/Cache.js (Line 1717)

Math#min()

min() → {number} Variation of Math.min that can be passed either an array of numbers or the numbers as parameters. Prefer the standard Math.min function when appropriate. Returns number - The lowest value from those given. Source code: math/Math.js (Line 603) See http://jsperf.com/math-s-min-max-vs-homemade

Sprite#updateCrop()

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method. Inherited From Phaser.Component.Crop#updateCrop Source code: gameobjects/components/Crop.js (Line 86)

Sprite#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

Tileset#containsTileIndex()

containsTileIndex() → {boolean} Returns true if and only if this tileset contains the given tile index. Returns boolean - True if this tileset contains the given index. Source code: tilemap/Tileset.js (Line 155)

SpriteBatch#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

Sprite#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Game#config

config : Object The Phaser.Game configuration object. Source code: core/Game.js (Line 36)

StateManager#game

game : Phaser.Game A reference to the currently running game. Source code: core/StateManager.js (Line 22)

Sprite#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)