TilemapLayer#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)

Button#onOutSoundMarker

[readonly] onOutSoundMarker : string The Sound Marker used in conjunction with the onOutSound. Source code: gameobjects/Button.js (Line 126)

AnimationManager#frameTotal

[readonly] frameTotal : number The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded. Source code: animation/AnimationManager.js (Line 449)

World#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

RenderTexture#valid

valid : boolean Source code: pixi/textures/RenderTexture.js (Line 125)

World#filter()

filter(predicate, checkExists) → {Phaser.ArraySet} Find children matching a certain predicate. For example: var healthyList = Group.filter(function(child, index, children) { return child.health > 10 ? true : false; }, true); healthyList.callAll('attack'); Note: Currently this will skip any children which are Groups themselves. Parameters Name Type Argument Default Description predicate function The function that each child will be evaluated against. Each child of the group will

Graphics#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

Physics.P2.Body#thrust()

thrust(speed) Applies a force to the Body that causes it to 'thrust' 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 thrust. Source code: physics/p2/Body.js (Line 708)

Rectangle#width

width : number The width of the Rectangle. This value should never be set to a negative. Source code: geom/Rectangle.js (Line 38)

Physics.P2#everythingCollisionGroup

everythingCollisionGroup : Phaser.Physics.P2.CollisionGroup A default collision group. Source code: physics/p2/World.js (Line 227)