Bullet#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace

Bullet#damage

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero then the kill method is called. Inherited From Phaser.Component.Health#damage Source code: gameobjects/components/Health.js (Line 46)

Key#Key

new Key(game, keycode) If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects. Parameters Name Type Description game Phaser.Game Current game instance. keycode integer The key code this Key is responsible for. See Phaser.KeyCode. Source code: input/Key.js (Line 15)

BitmapData#getPixel()

getPixel(x, y, out) → {object} Get the color of a specific pixel in the context into a color object.If you have drawn anything to the BitmapData since it was created you must call BitmapData.update to refresh the array buffer,otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist. Parameters Name Type Argument Description x number The x coordinate of the pixel to be set. Must lay within the dimension

Text#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

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

Sprite#deltaY

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and in the previous frame. The value will be positive if the Game Object has moved down or negative if up. Inherited From Phaser.Component.Delta#deltaY Source code: gameobjects/components/Delta.js (Line 42)

Text#align

align : string Controls the horizontal alignment for multiline text.Can be: 'left', 'center' or 'right'.Does not affect single lines of text. For that please see setTextBounds. Source code: gameobjects/Text.js (Line 1870)

Rope#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

Cache.IMAGE

[static] IMAGE : number Source code: loader/Cache.js (Line 130)