Physics.Ninja.Body#type

type : number The type of physics system this body belongs to. Source code: physics/ninja/Body.js (Line 44)

Circle#offset()

offset(dx, dy) → {Circle} Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. Parameters Name Type Description dx number Moves the x value of the Circle object by this amount. dy number Moves the y value of the Circle object by this amount. Returns Circle - This Circle object. Source code: geom/Circle.js (Line 219)

Physics.Ninja.Body#system

system : Phaser.Physics.Ninja The parent physics system. Source code: physics/ninja/Body.js (Line 49)

Sound#onPause

onPause : Phaser.Signal The onPause event is dispatched when this sound is paused. Source code: sound/Sound.js (Line 230)

Particle#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI

TileSprite#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi

Particles.Arcade.Emitter#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#previous Source code: core/Group.js (Line 862)

Physics.P2.BodyDebug#forEachExists()

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to t

Ellipse#height

height : number The overall height of this ellipse. Source code: geom/Ellipse.js (Line 43)

Strip#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Default Value PIXI.blendModes.NORMAL; Source code: pixi/extras/Strip.js (Line 51)