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

Physics.Arcade.TOP_BOTTOM

[static] TOP_BOTTOM : number A constant used for the sortDirection value.Use this if your game world is narrow but tall and scrolls from the top to the bottom (i.e. Dig Dug) Source code: physics/arcade/World.js (Line 122)

TilingSprite#tilePosition

tilePosition :Point The offset position of the image that is being tiled Source code: pixi/extras/TilingSprite.js (Line 51)

Particle#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

TilemapLayer#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

Particles.Arcade.Emitter#countLiving()

countLiving() → {integer} Get the number of living children in this group. Returns integer - The number of children flagged as alive. Inherited From Phaser.Group#countLiving Source code: core/Group.js (Line 2326)

Particle#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

Cache#removeShader()

removeShader(key) Removes a shader 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 1837)

Physics.P2.BodyDebug#canvas

canvas : Phaser.Graphics The canvas to render the debug info to. Source code: physics/p2/BodyDebug.js (Line 55)

DeviceButton#timeDown

timeDown : number The timestamp when the button was last pressed down. Source code: input/DeviceButton.js (Line 65)