Frame#spriteSourceSizeW

spriteSourceSizeW : number Width of the trimmed sprite. Source code: animation/Frame.js (Line 110)

Video#height

height : number The height of the video in pixels. Source code: gameobjects/Video.js (Line 64)

RetroFont#offsetY

[readonly] offsetY : number If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. Source code: gameobjects/RetroFont.js (Line 72)

Device#typedArray

typedArray : boolean Does the browser support TypedArrays? Source code: utils/Device.js (Line 210)

Rope#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Stage#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Image#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type

Button#onDownSoundMarker

[readonly] onDownSoundMarker : string The Sound Marker used in conjunction with the onDownSound. Source code: gameobjects/Button.js (Line 133)

Physics.P2.Body#type

type : number The type of physics system this body belongs to. Source code: physics/p2/Body.js (Line 48)

Button#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveUp Source code: game