Physics.P2.Body#sleepSpeedLimit

sleepSpeedLimit : number . Source code: physics/p2/Body.js (Line 1845)

Circle#radius

radius : number The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. Gets or sets the radius of the circle. Source code: geom/Circle.js (Line 281)

CanvasRenderer#transparent

transparent : boolean Whether the render view is transparent Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 53)

Text#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

Sprite#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Inherited From Phaser.Component.InWorld#outOfBoundsKill Source code: gameobjects/components/InWorld.js (Line 106)

Sound#fadeTween

fadeTween : Phaser.Tween The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut. Source code: sound/Sound.js (Line 126)

Particle#update()

update() Updates the Particle scale or alpha if autoScale and autoAlpha are set. Source code: gameobjects/Particle.js (Line 64)

FlexLayer#physicsBodyType

physicsBodyType : integer If enableBody is true this is the type of physics body that is created on new Sprites. The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. Inherited From Phaser.Group#physicsBodyType Source code: core/Group.js (Line 225)

Tilemap#removeTileWorldXY()

removeTileWorldXY(x, y, tileWidth, tileHeight, layer) → {Phaser.Tile} Removes the tile located at the given coordinates and updates the collision data. The coordinates are given in pixel values. Parameters Name Type Argument Description x number X position to insert the tile (given in pixels) y number Y position to insert the tile (given in pixels) tileWidth number The width of the tile in pixels. tileHeight number The height of the tile in pixels. layer number | string | Ph

Rope#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor