Image#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Physics.P2.BodyDebug#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)

Physics.P2.BodyDebug#removeChildAt()

removeChildAt(index) → {DisplayObject} Removes a child from the specified index position. Parameters Name Type Description index Number The index to get the child from Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 191)

Physics.P2.BodyDebug#physicsBodyType

physicsBodyType : integer If enableBody is true this is the type of physics body that is created on new Sprites. The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. Inherited From Phaser.Group#physicsBodyType Source code: core/Group.js (Line 225)

Graphics#beginFill()

beginFill(color, alpha) → {PIXI.Graphics} Specifies a simple one-color fill that subsequent calls to other Graphics methods(such as lineTo() or drawCircle()) use when drawing. Parameters Name Type Description color Number the color of the fill alpha Number the alpha of the fill Returns PIXI.Graphics - Source code: pixi/primitives/Graphics.js (Line 491)

TileSprite#fixedToCamera

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering. The values are adjusted at the rendering stage, overriding the Game Objects actual world position. The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game worldthe camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all timesrega

Weapon#bulletAngleOffset

bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example your bullet sprites have been drawn facing up, instead ofto the right, and you want to fire them at an angle. In which case you can set theangle offset to be 90 and they'll be properly rotated when fired. Source code: plugins/weapon/WeaponPlugin.js (Line 153)

Physics.Arcade.Body#preRotation

[readonly] preRotation : number The previous rotation of the physics body. Source code: physics/arcade/Body.js (Line 91)

Group#moveAll()

moveAll(group, silent) → {Phaser.Group} Moves all children from this Group to the Group given. Parameters Name Type Argument Default Description group Phaser.Group The new Group to which the children will be moved to. silent boolean <optional> false If true the children will not dispatch the onAddedToGroup event for the new Group. Returns Phaser.Group - The Group to which all the children were moved. Source code: core/Group.js (Line 2479)

TweenData#start()

start() → {Phaser.TweenData} Starts the Tween running. Returns Phaser.TweenData - This Tween object. Source code: tween/TweenData.js (Line 239)