Line#normalY

[readonly] normalY : number Gets the y component of the left-hand normal of this line. Source code: geom/Line.js (Line 528)

Group#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Source code: core/Group.js (Line 862)

AnimationManager#next()

next(quantity) Advances by the given number of frames in the current animation, taking the loop value into consideration. Parameters Name Type Argument Default Description quantity number <optional> 1 The number of frames to advance. Source code: animation/AnimationManager.js (Line 339)

Rope#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

TilemapLayer#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

World#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

TilemapLayer#cropRect

cropRect : Phaser.Rectangle The Rectangle used to crop the texture this Game Object uses.Set this property via crop.If you modify this property directly you must call updateCrop in order to have the change take effect. Inherited From Phaser.Component.Crop#cropRect Source code: gameobjects/components/Crop.js (Line 24)

TilemapLayer#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Group#classType

classType : Object The type of objects that will be created when using create or createMultiple. Any object may be used but it should extend either Sprite or Image and accept the same constructor arguments:when a new object is created it is passed the following parameters to its constructor: (game, x, y, key, frame). Default Value Phaser.Sprite Source code: core/Group.js (Line 130)

FlexLayer#grid

grid : Phaser.FlexGrid A reference to the FlexGrid that owns this layer. Source code: core/FlexLayer.js (Line 34)