Physics.Arcade.Body#allowGravity

allowGravity : boolean Allow this Body to be influenced by gravity? Either world or local. Default Value true Source code: physics/arcade/Body.js (Line 171)

Component.Core#previousPosition

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

Physics.Arcade#sortRightLeft()

sortRightLeft(a, b) → {integer} A Sort function for sorting two bodies based on a RIGHT to LEFT sort direction. This is called automatically by World.sort Parameters Name Type Description a Phaser.Sprite The first Sprite to test. The Sprite must have an Arcade Physics Body. b Phaser.Sprite The second Sprite to test. The Sprite must have an Arcade Physics Body. Returns integer - A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid. S

Bullet#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)

Particle#updateCrop()

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method. Inherited From Phaser.Component.Crop#updateCrop Source code: gameobjects/components/Crop.js (Line 86)

Bullet#updateCrop()

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method. Inherited From Phaser.Component.Crop#updateCrop Source code: gameobjects/components/Crop.js (Line 86)

Input#resetSpeed()

resetSpeed(x, y) Resets the speed and old position properties. Parameters Name Type Description x number Sets the oldPosition.x value. y number Sets the oldPosition.y value. Source code: input/Input.js (Line 673)

InputHandler#enableDrag()

enableDrag(lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) Allow this Sprite to be dragged by any valid pointer. When the drag begins the Sprite.events.onDragStart event will be dispatched. When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched. You can control the thresholds over when a drag starts via the properties: Pointer.dragDistanceThreshold the distance, in pixe

Tilemap#getTile()

getTile(x, y, layer, nonNull) → {Phaser.Tile} Gets a tile from the Tilemap Layer. The coordinates are given in tile values. Parameters Name Type Argument Default Description x number X position to get the tile from (given in tile units, not pixels) y number Y position to get the tile from (given in tile units, not pixels) layer number | string | Phaser.TilemapLayer <optional> The layer to get the tile from. nonNull boolean <optional> false If true getTile wo

Timer#seconds

[readonly] seconds : number The duration in seconds that this Timer has been running for. Source code: time/Timer.js (Line 734)