TilemapLayer#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)

Group#addToHash()

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will return false if the child is not a child of this Group, or is already in the hash. Parameters Name Type Description child DisplayObject The display object to add to this Groups hash. Must be a member of this Group already and not present in the hash. Returns boolean - True if the child was successfully added to the hash, otherwise false. Source code: core/Group.js (Line 439)

Physics.Arcade.Body#onFloor()

onFloor() → {boolean} Returns true if the bottom of this Body is in contact with either the world bounds or a tile. Returns boolean - True if in contact with either the world bounds or a tile. Source code: physics/arcade/Body.js (Line 1209)

Component.ScaleMinMax#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Physics.Ninja#separate()

separate(body1, body2) → {boolean} The core separation function to separate two physics bodies. Parameters Name Type Description body1 Phaser.Physics.Ninja.Body The Body object to separate. body2 Phaser.Physics.Ninja.Body The Body object to separate. Returns boolean - Returns true if the bodies collided, otherwise false. Source code: physics/ninja/World.js (Line 567)

Cache.IMAGE

[static] IMAGE : number Source code: loader/Cache.js (Line 130)

Physics.P2.BodyDebug#reverse()

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups. Inherited From Phaser.Group#reverse Source code: core/Group.js (Line 1015)

Physics.P2.BodyDebug#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)

TilemapLayer#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Inherited From Phaser.Component.InputEnabled#input Source code: gameobjects/components/InputEnabled.js (Line 24)

Rope#bringToTop()

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list.Visually this means it will render over the top of any old child in the same Group. If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#bringToTop Source code: gameo