Button#clearFrames()

clearFrames() Clears all of the frames set on this Button. Source code: gameobjects/Button.js (Line 233)

Tile#collideLeft

collideLeft : boolean Indicating collide with any object on the left. Source code: tilemap/Tile.js (Line 120)

Graphics#drawRect()

drawRect(x, y, width, height) → {PIXI.Graphics} Parameters Name Type Description x Number The X coord of the top-left of the rectangle y Number The Y coord of the top-left of the rectangle width Number The width of the rectangle height Number The height of the rectangle Returns PIXI.Graphics - Inherited From PIXI.Graphics#drawRect Source code: pixi/primitives/Graphics.js (Line 534)

Keyboard#event

event : Object The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released. Source code: input/Keyboard.js (Line 38)

LinkedList#last

last : Object Last element in the list. Source code: utils/LinkedList.js (Line 46)

WebGLRenderer#autoResize

autoResize : boolean Whether the render view should be resized automatically Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 53)

Group.SORT_DESCENDING

[static] SORT_DESCENDING : integer A sort ordering value, as specified in sort eg. Source code: core/Group.js (Line 339)

Physics.Arcade.Body#prev

[readonly] prev : Phaser.Point The previous position of the physics body. Source code: physics/arcade/Body.js (Line 72)

Physics.Arcade#game

game : Phaser.Game Local reference to game. Source code: physics/arcade/World.js (Line 19)

Text#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is