BitmapData#load()

load(source) → {Phaser.BitmapData} Takes the given Game Object, resizes this BitmapData to match it and then draws it into this BitmapDatas canvas, ready for further processing.The source game object is not modified by this operation.If the source object uses a texture as part of a Texture Atlas or Sprite Sheet, only the current frame will be used for sizing.If a string is given it will assume it's a cache key and look in Phaser.Cache for an image key matching the string. Parameters Name Typ

Physics.P2#resume()

resume() Resumes a paused P2 World. Source code: physics/p2/World.js (Line 744)

SpriteBatch#exists

exists : boolean If exists is true the group is updated, otherwise it is skipped. Inherited From Phaser.Group#exists Default Value true Source code: core/Group.js (Line 100)

Graphics#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

Pointer#worldY

[readonly] worldY : number Gets the Y value of this Pointer in world coordinates based on the world camera. Source code: input/Pointer.js (Line 1232)

SpriteBatch#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

Graphics#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/Graphics.js (Line 65)

BitmapData#moveV()

moveV(distance, wrap) → {Phaser.BitmapData} Shifts the contents of this BitmapData vertically. The image will wrap-around the sides if the wrap argument is true (the default). Parameters Name Type Argument Default Description distance integer The amount of pixels to vertically shift the canvas by. Use a negative value to shift up, positive to shift down. wrap boolean <optional> true Wrap the content of the BitmapData. Returns Phaser.BitmapData - This BitmapData object

Graphics#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Physics.Ninja.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/ninja/Body.js (Line 106)