SpriteBatch#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Graphics#type

type : number The const type of this object. Source code: gameobjects/Graphics.js (Line 59)

Physics.Arcade.Body#destroy()

destroy() Destroys this Body. First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group.Then it nulls the Game Objects body reference, and nulls this Body.sprite reference. Source code: physics/arcade/Body.js (Line 1305)

RenderTexture#getBase64()

getBase64() → {String} Will return a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that. Returns String - A base64 encoded string of the texture. Inherited From PIXI.RenderTexture#getBase64 Source code: pixi/textures/RenderTexture.js (Line 309)

Graphics#tint

tint : number The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint. Default Value 0xFFFFFF Source code: pixi/primitives/Graphics.js (Line 52)

Sprite#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Rope#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)

Particle#maxHealth

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum. Inherited From Phaser.Component.Health#maxHealth Default Value 100 Source code: gameobjects/components/Health.js (Line 35)

Keyboard#enabled

enabled : boolean Keyboard input will only be processed if enabled. Default Value true Source code: input/Keyboard.js (Line 33)

Particles.Arcade.Emitter#flow()

flow(lifespan, frequency, quantity, total, immediate) → {Phaser.Particles.Arcade.Emitter} Call this function to start emitting a flow of particles at the given frequency.It will carry on going until the total given is reached.Each time the flow is run the quantity number of particles will be emitted together.If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)If you set the total to be -1 then no quantity cap is used and it will keep emitt