Particle#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

RenderTexture#requiresUpdate

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) Inherited From PIXI.Texture#requiresUpdate Source code: pixi/textures/Texture.js (Line 87)

Video#snapshot

[readonly] snapshot : Phaser.BitmapData A snapshot grabbed from the video. This is initially black. Populate it by calling Video.grab().When called the BitmapData is updated with a grab taken from the current video playing or active video stream.If Phaser has been compiled without BitmapData support this property will always be null. Source code: gameobjects/Video.js (Line 288)

AnimationManager#currentAnim

currentAnim : Phaser.Animation The currently displayed animation, if any. Source code: animation/AnimationManager.js (Line 40)

Bullet#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Physics.Arcade#isPaused

isPaused : boolean If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. Source code: physics/arcade/World.js (Line 72)

AnimationManager#currentFrame

currentFrame : Phaser.Frame The currently displayed Frame of animation, if any.This property is only set once an Animation starts playing. Until that point it remains set as null. Source code: animation/AnimationManager.js (Line 34)

Physics.P2.InversePointProxy#x

x : number The x property of this InversePointProxy get and set in pixels. Source code: physics/p2/InversePointProxy.js (Line 24)

Rope#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)

RetroFont#smoothed

smoothed : boolean Sets if the stamp is smoothed or not. Source code: gameobjects/RetroFont.js (Line 585)