Component.Core#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. Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Physics.P2.BodyDebug#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Button#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Math#wrapAngle()

wrapAngle(angle, radians) → {number} Keeps an angle value between -180 and +180; or -PI and PI if radians. Parameters Name Type Argument Default Description angle number The angle value to wrap radians boolean <optional> false Set to true if the angle is given in radians, otherwise degrees is expected. Returns number - The new angle value; will be the same as the input angle if it was within bounds. Source code: math/Math.js (Line 727)

Loader#script()

script(key, url, callback, callbackContext) → {Phaser.Loader} Adds a JavaScript file to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. The key must be a unique String. The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it. If the URL isn't specified the Loader will take the key and create a filename from that.

Image#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Image.js (Line 79)

Text#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)

AnimationManager#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Play an animation based on the given key. The animation should previously have been added via animations.add If the requested animation is already playing this request will be ignored.If you need to reset an already running animation do so directly on the Animation object itself. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". frameRate nu

Rope#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Create#ctx

ctx Properties: Name Type Description context CanvasRenderingContext2D The 2d context of the canvas. Source code: core/Create.js (Line 38)