Sprite#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value. Inherited From Phaser.Component.Health#setHealth Source code: gameobjects/components/Health.js (Line 70)

Particles.Arcade.Emitter#y

y : number Gets or sets the y position of the Emitter. Source code: particles/arcade/Emitter.js (Line 935)

AudioSprite#play()

play(marker, volume) → {Phaser.Sound} Play a sound with the given name. Parameters Name Type Argument Default Description marker string <optional> The name of sound to play volume number <optional> 1 Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified). Returns Phaser.Sound - This sound instance. Source code: sound/AudioSprite.js (Line 77)

Cache.VIDEO

[static] VIDEO : number Source code: loader/Cache.js (Line 196)

Tilemap#widthInPixels

widthInPixels : number The width of the map in pixels based on width * tileWidth. Source code: tilemap/Tilemap.js (Line 90)

Physics.Ninja.AABB#reportCollisionVsWorld()

reportCollisionVsWorld(px, py, dx, dy) Process a world collision and apply the resulting forces. Parameters Name Type Description px number The tangent velocity py number The tangent velocity dx number Collision normal dy number Collision normal Source code: physics/ninja/AABB.js (Line 202)

FlexLayer#persist

persist : boolean Should the FlexLayer remain through a State swap? Source code: core/FlexLayer.js (Line 41)

FlexLayer#getAt()

getAt(index) → {DisplayObject | integer} Returns the child found at the given index within this group. Parameters Name Type Description index integer The index to return the child from. Returns DisplayObject | integer - The child that was found at the given index, or -1 for an invalid index. Inherited From Phaser.Group#getAt Source code: core/Group.js (Line 524)

Rope#sendToBack()

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display list.Visually this means it will render below all other children in the same Group. If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of 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#sendToBack Source code: gameob

Bullet#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)