Image#cropRect

cropRect : Phaser.Rectangle The Rectangle used to crop the texture this Game Object uses.Set this property via crop.If you modify this property directly you must call updateCrop in order to have the change take effect. Inherited From Phaser.Component.Crop#cropRect Source code: gameobjects/components/Crop.js (Line 24)

Game#time

time : Phaser.Time Reference to the core game clock. Source code: core/Game.js (Line 206)

Sprite#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Easing.Quintic#In()

In(k) → {number} Quintic ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 192)

TilemapLayer#TilemapLayer

new TilemapLayer(game, tilemap, index, width, height) A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap. Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc. By default TilemapLayers have fixedToCamera set to true. Changing this will break Camera follow and scrolling behavior. Parameters Name Type Description game Phaser.Game Game reference to the currently running game. tilemap Phaser.Tile

Rope#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Physics.P2.Body#force

force : Phaser.Physics.P2.InversePointProxy The force applied to the body. Source code: physics/p2/Body.js (Line 71)

Physics.Arcade.Body#speed

[readonly] speed : number The speed of the Body as calculated by its velocity. Source code: physics/arcade/Body.js (Line 294)

Ellipse#type

[readonly] type : number The const type of this object. Source code: geom/Ellipse.js (Line 49)

Image#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. Inherited From PIXI.Sprite#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/display/Sprite.js (Line 82)