Physics.Arcade.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/arcade/Body.js (Line 300)

FlexGrid#createFluidLayer()

createFluidLayer(children) → {Phaser.FlexLayer} A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down. Parameters Name Type Argument Description children array <optional> An array of children that are used to populate the FlexLayer. Returns Phaser.FlexLayer - The Layer object. Source code: core/FlexGrid.js (Line 141)

Sprite#shader

shader : PIXI.AbstractFilter The shader that will be used to render this Sprite.Set to null to remove a current shader. Inherited From PIXI.Sprite#shader Default Value null Source code: pixi/display/Sprite.js (Line 93)

Cache#getShader()

getShader(key) → {string} Gets a fragment shader object from the cache. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Parameters Name Type Description key string The key of the asset to retrieve from the cache. Returns string - The shader object. Source code: loader/Cache.js (Line 1388)

TilingSprite#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)

Creature#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Particle#Particle

new Particle(game, x, y, key, frame) Create a new Particle object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter. Parameters Name Type Description game Phaser.Game A reference to the currently running game. x number The x coordinate (in world space) to position the Particle at. y number The y coordinate (in world space) to position the Particle at. key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This

Sprite#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Creature#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

Weapon#bulletFrameRandom

bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionallychose for each Bullet fired to pick a random frame from the set. Source code: plugins/weapon/WeaponPlugin.js (Line 119)