Keyboard#addKey()

addKey(keycode) → {Phaser.Key} If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.The Key object can then be polled, have events attached to it, etc. Parameters Name Type Description keycode integer The keycode of the key. Returns Phaser.Key - The Key object which you can store locally and reference directly. Source code: input/Keyboard.js (Line 144)

Easing.Back#InOut()

InOut(k) → {number} Back ease-in/out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 487)

Device#mspointer

mspointer : boolean Is mspointer available? Source code: utils/Device.js (Line 242)

Easing.Cubic#In()

In(k) → {number} Cubic ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 94)

Graphics#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u

Image#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

TilingSprite#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#callAll()

callAll(method, context, args) Calls a function, specified by name, on all on children. The function is called for all children regardless if they are dead or alive (see callAllExists for different options).After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child. Parameters Name Type Argument Default Description method string Name of the function on the child to call. Deep property lookup is supported. context stri

Component.LoadTexture#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

Group#resetCursor()

resetCursor(index) → {any} Sets the group cursor to the first child in the group. If the optional index parameter is given it sets the cursor to the object at that index instead. Parameters Name Type Argument Default Description index integer <optional> 0 Set the cursor to point to a specific index. Returns any - The child the cursor now points to. Source code: core/Group.js (Line 806)