Physics.P2.BodyDebug#create()

create(x, y, key, frame, exists, index) → {DisplayObject} Creates a new Phaser.Sprite object and adds it to the top of this group. Use classType to change the type of object created. 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 Group.enableBody is set, then a physics body will be created o

GameObjectFactory#button()

button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) → {Phaser.Button} Creates a new Button object. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the Button. The coordinate is relative to any parent container this button may be in. y number <optional> 0 The y coordinate of the Button. The coordinate is relative to any parent container this button may be in. key string <optional&g

Animation#name

name : string The user defined name given to this Animation. Source code: animation/Animation.js (Line 46)

Physics.Arcade.TilemapCollision#TILE_BIAS

TILE_BIAS : number A value added to the delta values during collision with tiles. Adjust this if you get tunneling. Source code: physics/arcade/TilemapCollision.js (Line 20)

Animation#isReversed

isReversed : boolean Indicates if the animation will play backwards. Source code: animation/Animation.js (Line 157)

Sound#key

key : string Asset key for the sound. Source code: sound/Sound.js (Line 37)

Color#Color

new Color() The Phaser.Color class is a set of static methods that assist in color manipulation and conversion. Source code: utils/Color.js (Line 12)

Text#lineSpacing

lineSpacing : number Additional spacing (in pixels) between each line of text if multi-line. Source code: gameobjects/Text.js (Line 2080)

Physics.P2#boundsCollidesWith

boundsCollidesWith :array An array of the bodies the world bounds collides with. Source code: physics/p2/World.js (Line 232)

Input#onDown

onDown : Phaser.Signal A Signal that is dispatched each time a pointer is pressed down. Source code: input/Input.js (Line 288)