Physics.P2.Body#moveForward()

moveForward(speed) Moves the Body forwards based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move forwards. Source code: physics/p2/Body.js (Line 674)

Physics.P2#resume()

resume() Resumes a paused P2 World. Source code: physics/p2/World.js (Line 744)

BitmapData#load()

load(source) → {Phaser.BitmapData} Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.The source game object is not modified by this operation.If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing.If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string. Parameters Name Typ

Button#transformCallbackContext

transformCallbackContext : Object The context under which transformCallback is called. Inherited From Phaser.Component.ScaleMinMax#transformCallbackContext Source code: gameobjects/components/ScaleMinMax.js (Line 26)

RetroFont#trim

trim :Rectangle The texture trim data. Inherited From PIXI.Texture#trim Source code: pixi/textures/Texture.js (Line 63)

BitmapData#copyTransform()

copyTransform(source, blendMode, roundPx) → {Phaser.BitmapData} Draws the given source Game Object to this BitmapData, using its worldTransform property to set theposition, scale and rotation of where it is drawn. This function is used internally by drawGroup.It takes the objects tint and scale mode into consideration before drawing. You can optionally specify Blend Mode and Round Pixels arguments. Parameters Name Type Argument Default Description source Phaser.Sprite | Phaser.Image | Phase

Physics.Ninja.Circle#pos

pos : Phaser.Point The position of this object. Source code: physics/ninja/Circle.js (Line 34)

Cache#getImage()

getImage(key, full) → {Image} Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases. If you need the image used by a bitmap font or similar then please use those respective 'get' methods. Parameters Name Type Argument De

BitmapText#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Inherited From Phaser.Component.InWorld#outOfBoundsKill Source code: gameobjects/components/InWorld.js (Line 106)

FlexLayer#centerX

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#centerX Source code: core/Group.js (Line 2705)