Rope#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Cache#removeTextureAtlas()

removeTextureAtlas(key) Removes a Texture Atlas from the cache. Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewherethen it will persist in memory. Parameters Name Type Description key string Key of the asset you want to remove. Source code: loader/Cache.js (Line 1882)

Ellipse#top

top : number The top of the Ellipse. The same as its y property. Gets or sets the top of the ellipse. Source code: geom/Ellipse.js (Line 234)

Bullet#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Animation#restart()

restart() Sets this animation back to the first frame and restarts the animation. Source code: animation/Animation.js (Line 218)

CanvasRenderer#resolution

resolution : number The resolution of the canvas. Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 33)

Image#type

[readonly] type : number The const type of this object. Source code: gameobjects/Image.js (Line 47)

Animation#loop

loop : boolean The loop state of the Animation. Source code: animation/Animation.js (Line 63)

Image#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

Image#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace