Physics.P2.Body#removeCollisionGroup()

removeCollisionGroup(group, clearCallback, shape) Removes the given CollisionGroup, or array of CollisionGroups, from the list of groups that this body will collide with and updates the collision masks. Parameters Name Type Argument Default Description group Phaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes should not collide with anymore. clearCallback boolean <optional> true Clear the callback that will be trigge

Physics.P2.PointProxy#y

y : number The y property of this PointProxy get and set in pixels. Source code: physics/p2/PointProxy.js (Line 44)

Component.Bounds#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Source code: gameobjects/components/Bounds.js (Line 24)

Sound#stopTime

stopTime : number The time the sound stopped. Source code: sound/Sound.js (Line 93)

Rope#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

State#create()

create() create is called once preload has completed, this includes the loading of any assets from the Loader.If you don't have a preload method then create is the first method called in your State. Source code: core/State.js (Line 152)

Mouse#onMouseOutGlobal()

onMouseOutGlobal(event) The internal method that handles the mouse out event from the window. Parameters Name Type Description event MouseEvent The native event from the browser. This gets stored in Mouse.event. Source code: input/Mouse.js (Line 408)

Group#z

[readonly] z : integer The z-depth value of this object within its parent container/Group - the World is a Group as well.This value must be unique for each child in a Group. Source code: core/Group.js (Line 57)

Text#shader

shader : PIXI.AbstractFilter The shader that will be used to render this Sprite.Set to null to remove a current shader. Inherited From PIXI.Sprite#shader Default Value null Source code: pixi/display/Sprite.js (Line 93)

RetroFont#characterPerRow

characterPerRow : number The number of characters per row in the font set. Source code: gameobjects/RetroFont.js (Line 60)