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)

Group#getIndex()

getIndex(child) → {integer} Get the index position of the given child in this group, which should match the child's z property. Parameters Name Type Description child any The child to get the index for. Returns integer - The index of the child or -1 if it's not a member of this group. Source code: core/Group.js (Line 1029)

Graphics#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Graphics#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I