Sprite#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)

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)

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)

Text#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)

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)