Physics.P2.Body#thrustRight()

thrustRight(speed) Applies a force to the Body that causes it to 'thrust' to the right, based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move to the right. Source code: physics/p2/Body.js (Line 742)

MSPointer#onPointerOut()

onPointerOut(event) The internal method that handles the pointer out event from the browser. Parameters Name Type Description event PointerEvent The native event from the browser. This gets stored in MSPointer.event. Source code: input/MSPointer.js (Line 329)

Physics.P2.Body#addLine()

addLine(length, offsetX, offsetY, rotation) → {p2.Line} Adds a Line shape to this Body.The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0].You can control the offset from the center of the body and the rotation. Parameters Name Type Argument Default Description length number The length of this line (in pixels) offsetX number <optional> 0 Local horizontal offset of the shape relative to the body center of mass. offsetY number <opti

World#left

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#left Source code: core/Group.js (Line 2761)

Sprite#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

TileSprite#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

TilingSprite#refreshTexture

refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This is set by the likes of Phaser.LoadTexture.setFrame. Default Value true Source code: pixi/extras/TilingSprite.js (Line 119)

Rope#lifespan

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born' you can set this to a positive value. It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.When it reaches zero it will call the kill method. Very handy for particles, bullets, collectibles, or any other short-lived entity. Inherited From Phaser.Component.LifeSpan#lifespan Source code: gameobjects/components/LifeSpan.js (

RoundedRectangle#RoundedRectangle

new RoundedRectangle(x, y, width, height, radius) The Rounded Rectangle object is an area defined by its position and has nice rounded corners,as indicated by its top-left corner point (x, y) and by its width and its height. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the top-left corner of the Rectangle. y number <optional> 0 The y coordinate of the top-left corner of the Rectangle. width number <optional> 0 Th

Bullet#bringToTop()

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list.Visually this means it will render over the top of any old child in the same Group. If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#bringToTop Source code: gameo