Keyboard#addKey()

addKey(keycode) → {Phaser.Key} If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.The Key object can then be polled, have events attached to it, etc. Parameters Name Type Description keycode integer The keycode of the key. Returns Phaser.Key - The Key object which you can store locally and reference directly. Source code: input/Keyboard.js (Line 144)

Game#isRunning

[readonly] isRunning : boolean Is game running or paused? Source code: core/Game.js (Line 145)

Pointer#x

x : number The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale. Source code: input/Pointer.js (Line 236)

FlexLayer#getClosestTo()

getClosestTo(object, callback, callbackContext) → {any} Get the closest child to given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child, it will be sent to cal

FlexLayer#forEachAlive()

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to the c

Sprite#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Rope#deltaY

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and in the previous frame. The value will be positive if the Game Object has moved down or negative if up. Inherited From Phaser.Component.Delta#deltaY Source code: gameobjects/components/Delta.js (Line 42)

Graphics#destroy()

destroy(destroyChildren) Destroy this Graphics instance. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true Should every child of this object have its destroy method called? Source code: gameobjects/Graphics.js (Line 139)

FlexGrid#game

game : Phaser.Game A reference to the currently running Game. Source code: core/FlexGrid.js (Line 26)

DeviceButton#destroy()

destroy() Destroys this DeviceButton, this disposes of the onDown, onUp and onFloat signalsand clears the parent and game references. Source code: input/DeviceButton.js (Line 279)