FlexLayer#getClosestTo()

getClosestTo(object, callback, callbackContext) → {any} Get the closest child to given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child, it will be sent to cal

Physics.Arcade.Body#speed

[readonly] speed : number The speed of the Body as calculated by its velocity. Source code: physics/arcade/Body.js (Line 294)

SpriteBatch#onChildInputDown

onChildInputDown : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputDown signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputDown Source code: core/Group.js (Line 161)

Graphics#type

type : number The const type of this object. Source code: gameobjects/Graphics.js (Line 59)

Physics.Arcade.Body#destroy()

destroy() Destroys this Body. First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.Then it nulls the Game Objects body reference, and nulls this Body.sprite reference. Source code: physics/arcade/Body.js (Line 1305)

RenderTexture#getBase64()

getBase64() → {String} Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that. Returns String - A base64 encoded string of the texture. Inherited From PIXI.RenderTexture#getBase64 Source code: pixi/textures/RenderTexture.js (Line 309)

Graphics#tint

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint. Default Value 0xFFFFFF Source code: pixi/primitives/Graphics.js (Line 52)

Physics.P2.Body#force

force : Phaser.Physics.P2.InversePointProxy The force applied to the body. Source code: physics/p2/Body.js (Line 71)

Rope#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Physics.Ninja.Body#velocity

velocity : Phaser.Point The velocity in pixels per second sq. of the Body. Source code: physics/ninja/Body.js (Line 100)