FlexLayer#cursorIndex

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group.next. Inherited From Phaser.Group#cursorIndex Source code: core/Group.js (Line 255)

Graphics#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Physics.Arcade.Body#embedded

embedded : boolean If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. Body embed value. Source code: physics/arcade/Body.js (Line 355)

Physics.Ninja.Circle#projCircle_45Deg()

projCircle_45Deg(x, y, oH, oV, obj, t) → {number} Resolves 45 Degree tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. oH number Grid / voronoi region. oV number Grid / voronoi region. obj Phaser.Physics.Ninja.Circle The Circle involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/C

Keyboard#isDown()

isDown(keycode) → {boolean} Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser. Parameters Name Type Description keycode integer The keycode of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR. Returns boolean - True if the key is currently down, false if not or null if the Key wasn't found. Source code: input/Keyboard.js (Line 531)

Image#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

BitmapText#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

global#HORIZONTAL

<constant> HORIZONTAL : integer A horizontal orientation Source code: Phaser.js (Line 304)

Keyboard#removeKeyCapture()

removeKeyCapture(keycode) Removes an existing key capture. Parameters Name Type Description keycode integer The keycode to remove capturing of. Source code: input/Keyboard.js (Line 321)

AnimationManager#frameData

[readonly] frameData : Phaser.FrameData The current animations FrameData. Source code: animation/AnimationManager.js (Line 436)