Easing.Sinusoidal#Sinusoidal

new Sinusoidal() Sinusoidal easing. Source code: tween/Easing.js (Line 239)

SpriteBatch#y

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#y Source code: core/Group.js (Line 2978)

GameObjectFactory#sound()

sound(key, volume, loop, connect) → {Phaser.Sound} Creates a new Sound object. Parameters Name Type Argument Default Description key string The Game.cache key of the sound that this object will use. volume number <optional> 1 The volume at which the sound will be played. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundMa

SignalBinding#detach()

detach() → {function | null} Detach binding from signal.alias to: @see mySignal.remove(myBinding.getListener()); Returns function | null - Handler function bound to the signal or null if binding was previously detached. Source code: core/SignalBinding.js (Line 136)

Ellipse#setTo()

setTo(x, y, width, height) → {Phaser.Ellipse} Sets the members of the Ellipse to the specified values. Parameters Name Type Description x number The X coordinate of the upper-left corner of the framing rectangle of this ellipse. y number The Y coordinate of the upper-left corner of the framing rectangle of this ellipse. width number The overall width of this ellipse. height number The overall height of this ellipse. Returns Phaser.Ellipse - This Ellipse object. Source code: g

Physics.P2.Body#collidesWith

collidesWith :array Array of CollisionGroups that this Bodies shapes collide with. Source code: physics/p2/Body.js (Line 112)

Tile#resetCollision()

resetCollision() Reset collision status flags. Source code: tilemap/Tile.js (Line 256)

Group.RETURN_NONE

[static] RETURN_NONE : integer A returnType value, as specified in iterate eg. Source code: core/Group.js (Line 304)

Creature#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Inherited From Phaser.Component.Core#update Source code: gameobjects/components/Core.js (Line 328)

Particle#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)