TileSprite#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

AudioSprite#stop()

stop(marker) Stop a sound with the given name. Parameters Name Type Argument Default Description marker string <optional> '' The name of sound to stop. If none is given it will stop all sounds in the audio sprite. Source code: sound/AudioSprite.js (Line 93)

World#getByName()

getByName(name) → {any} Searches the Group for the first instance of a child with the nameproperty matching the given argument. Should more than one child havethe same name only the first instance is returned. Parameters Name Type Description name string The name to search for. Returns any - The first child with a matching name, or null if none were found. Inherited From Phaser.Group#getByName Source code: core/Group.js (Line 1042)

InputHandler#InputHandler

new InputHandler(sprite) The Input Handler is bound to a specific Sprite and is responsible for managing all Input events on that Sprite. Parameters Name Type Description sprite Phaser.Sprite The Sprite object to which this Input Handler belongs. Source code: input/InputHandler.js (Line 14)

FlexLayer#countDead()

countDead() → {integer} Get the number of dead children in this group. Returns integer - The number of children flagged as dead. Inherited From Phaser.Group#countDead Source code: core/Group.js (Line 2338)

Graphics#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Button#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

Rope#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

Image#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)

Physics.P2#getBody()

getBody(object) → {p2.Body} Checks the given object to see if it has a p2.Body and if so returns it. Parameters Name Type Description object object The object to check for a p2.Body on. Returns p2.Body - The p2.Body, or null if not found. Source code: physics/p2/World.js (Line 1286)