Cache#addJSON()

addJSON(key, url, data) Add a new json object into the cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. data object Extra json data. Source code: loader/Cache.js (Line 501)

Creature#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Creature.js (Line 169)

SpriteBatch#length

[readonly] length : integer Total number of children in this group, regardless of exists/alive status. Inherited From Phaser.Group#length Source code: core/Group.js (Line 2665)

Group#inputEnableChildren

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled = trueon any children added to, or created by, this Group. If there are children already in the Group at the time you set this property, they are not changed. Source code: core/Group.js (Line 149)

InputHandler#destroy()

destroy() Clean up memory. Source code: input/InputHandler.js (Line 430)

Group#enableBody

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If there are children already in the Group at the time you set this property, they are not changed. The default body type is controlled with physicsBodyType. Source code: core/Group.js (Line 208)

Key#ctrlKey

ctrlKey : boolean The down state of the CTRL key, if pressed at the same time as this key. Source code: input/Key.js (Line 57)

BitmapData#draw()

draw(source, x, y, width, height, blendMode, roundPx) → {Phaser.BitmapData} Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.When drawing it will take into account th

Physics.Ninja.Circle#oldpos

oldpos : Phaser.Point The position of this object in the previous update. Source code: physics/ninja/Circle.js (Line 39)

Events#onRemovedFromGroup

onRemovedFromGroup : Phaser.Signal This signal is dispatched when the Game Object is removed from a Group.It is sent two arguments:{any} The Game Object that was removed from the Group.{Phaser.Group} The Group it was removed from. Source code: gameobjects/components/Events.js (Line 93)