Physics.Arcade.Body#maxVelocity

maxVelocity : Phaser.Point The maximum velocity in pixels per second sq. that the Body can reach. Source code: physics/arcade/Body.js (Line 247)

AnimationManager#getAnimation()

getAnimation(name) → {Phaser.Animation} Returns an animation that was previously added by name. Parameters Name Type Description name string The name of the animation to be returned, e.g. "fire". Returns Phaser.Animation - The Animation instance, if found, otherwise null. Source code: animation/AnimationManager.js (Line 371)

Physics.Ninja.Circle#collideWorldBounds()

collideWorldBounds() Collides this Circle against the world bounds. Source code: physics/ninja/Circle.js (Line 207)

Weapon#fireRate

fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds. Source code: plugins/weapon/WeaponPlugin.js (Line 75)

Video#paused

paused : boolean Gets or sets the paused state of the Video.If the video is still touch locked (such as on iOS devices) this call has no effect. Source code: gameobjects/Video.js (Line 1257)

Text#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Game#input

input : Phaser.Input Reference to the input manager Source code: core/Game.js (Line 171)

Text#useAdvancedWrap

useAdvancedWrap : boolean Will this Text object use Basic or Advanced Word Wrapping? Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary.White space is condensed (e.g., consecutive spaces are replaced with one).Lines are trimmed of white space before processing. It throws an error if wordWrapWidth is less than a single character. Source code: gameobjects/Text.js (Line 132)

Physics.P2#friction

friction : number Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair. Source code: physics/p2/World.js (Line 1839)

Loader#atlasJSONHash()

atlasJSONHash(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. Unlike Loader.atlas this call expects the atlas data to be in a JSON Hash format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data externally, by p