World#onChildInputDown

onChildInputDown : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputDown signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputDown Source code: core/Group.js (Line 161)

World#getChildAt()

getChildAt(index) → {DisplayObject} Returns the child at the specified index Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child at the given index, if any. Inherited From PIXI.DisplayObjectContainer#getChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 153)

Physics.P2.DistanceConstraint#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/DistanceConstraint.js (Line 35)

Text#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)

Rope#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Physics.P2#endContactHandler()

endContactHandler(event) Handles a p2 end contact event. Parameters Name Type Description event object The event data. Source code: physics/p2/World.js (Line 527)

Physics.P2.Body#moveBackward()

moveBackward(speed) Moves the Body backwards based on its current angle and the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move backwards. Source code: physics/p2/Body.js (Line 691)

Physics.P2#postBroadphaseCallback

postBroadphaseCallback : Function A postBroadphase callback. Source code: physics/p2/World.js (Line 165)

WebGLBlendModeManager#currentBlendMode

currentBlendMode : number Source code: pixi/renderers/webgl/utils/WebGLBlendModeManager.js (Line 12)

Component.LoadTexture#setFrame()

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by loadTexture, but is exposed for the use of plugins and custom classes. Parameters Name Type Description frame Phaser.Frame The Frame to be used by the texture. Source code: gameobjects/components/LoadTexture.js (Line 155)