FrameData#FrameData

new FrameData() FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser. Source code: animation/FrameData.js (Line 13)

Physics.Ninja.AABB#height

[readonly] height : number The height. Source code: physics/ninja/AABB.js (Line 64)

World#_width

_width Properties: Name Type Description width number The defined width of the World. Sometimes the bounds needs to grow larger than this (if you resize the game) but this retains the original requested dimension. Source code: core/World.js (Line 46)

Cache#destroy()

destroy() Clears the cache. Removes every local cache object reference.If an object in the cache has a destroy method it will also be called. Source code: loader/Cache.js (Line 1947)

Group#remove()

remove(child, destroy, silent) → {boolean} Removes the given child from this group. This will dispatch an onRemovedFromGroup event from the child (if it has one), and optionally destroy the child. If the group cursor was referring to the removed child it is updated to refer to the next child. Parameters Name Type Argument Default Description child any The child to remove. destroy boolean <optional> false If true destroy will be invoked on the removed child. silent boolean

Keyboard#pressEvent

pressEvent : Object The most recent DOM event from keypress. Source code: input/Keyboard.js (Line 43)

StateManager#onPreloadCallback

onPreloadCallback : Function This is called when the state starts to load assets. Source code: core/StateManager.js (Line 94)

Physics.P2.Body#sleepSpeedLimit

sleepSpeedLimit : number . Source code: physics/p2/Body.js (Line 1845)

Physics.P2.BodyDebug#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam

TileSprite#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)