Text#shadowOffsetY

shadowOffsetY : number The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be. Source code: gameobjects/Text.js (Line 2129)

Physics.Ninja.Circle#destroy()

destroy() Destroys this Circle's reference to Body and System Source code: physics/ninja/Circle.js (Line 2612)

Rope#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi

TimerEvent#args

args Properties: Name Type Description arguments Array.<any> Additional arguments to be passed to the callback. Source code: time/TimerEvent.js (Line 70)

SpriteBatch#ignoreDestroy

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy method. Inherited From Phaser.Group#ignoreDestroy Source code: core/Group.js (Line 107)

Physics.Ninja.Tile#clear()

clear() Sets this tile to be empty. Source code: physics/ninja/Tile.js (Line 290)

Pointer#pageY

pageY : number The vertical coordinate of the Pointer relative to whole document. Source code: input/Pointer.js (Line 196)

Physics.P2#contactMaterial

contactMaterial :p2.ContactMaterial The default Contact Material being used by the World. Source code: physics/p2/World.js (Line 1879)

Bullet#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

Sound#markers

markers : Object The sound markers. Source code: sound/Sound.js (Line 47)