Physics.Arcade.Body#type

type : number The type of physics system this body belongs to. Source code: physics/arcade/Body.js (Line 30)

Line#angle

[readonly] angle : number Gets the angle of the line in radians. Source code: geom/Line.js (Line 372)

AnimationManager#updateIfVisible

updateIfVisible : boolean Should the animation data continue to update even if the Sprite.visible is set to false. Default Value true Source code: animation/AnimationManager.js (Line 46)

Rope#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

Physics.Ninja.Circle#yw

[readonly] yw Properties: Name Type Description xw number Half the height. Source code: physics/ninja/Circle.js (Line 56)

TileSprite#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi

Particle#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

Sound#onPause

onPause : Phaser.Signal The onPause event is dispatched when this sound is paused. Source code: sound/Sound.js (Line 230)

Pointer#move()

move(event, fromClick) Called when the Pointer is moved. Parameters Name Type Argument Default Description event MouseEvent | PointerEvent | TouchEvent The event passed up from the input handler. fromClick boolean <optional> false Was this called from the click event? Source code: input/Pointer.js (Line 709)

Input#justReleasedRate

justReleasedRate : number The number of milliseconds below which the Pointer is considered justReleased . Default Value 200 Source code: input/Input.js (Line 132)