Sprite#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

Physics.P2.Body#addPhaserPolygon()

addPhaserPolygon(key, object) → {Array} Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.The shape data format is based on the output of thecustom phaser exporter forPhysicsEditor Parameters Name Type Description key string The key of the Physics Data file as stored in Game.Cache. object string The key of the object within the Physics data file that you wish to load the shape data from. Returns Array - A list of created fi

Rope#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Rope.js (Line 93)

BaseTexture#source

source :Image The image source that is used to create the texture. Source code: pixi/textures/BaseTexture.js (Line 60)

Time#physicsElapsedMS

physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000. Source code: time/Time.js (Line 119)

Events#onAnimationComplete

onAnimationComplete : Phaser.Signal This signal is dispatched if the Game Object has the AnimationManager component,and an Animation has been stopped (via animation.stop() and the dispatchComplete argument has been set.You can also listen to Animation.onComplete rather than via the Game Objects events.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Animation} The Phaser.Animation that was stopped. Source code: gameobjects/components/Events.js (Line 249)

RandomDataGenerator#sign()

sign() → {number} Returns a sign to be used with multiplication operator. Returns number - -1 or +1. Source code: math/RandomDataGenerator.js (Line 271)

Physics.Ninja.AABB#xw

[readonly] xw : number Half the width. Source code: physics/ninja/AABB.js (Line 46)

Utils.Debug#renderShadow

renderShadow : boolean Should the text be rendered with a slight shadow? Makes it easier to read on different types of background. Source code: utils/Debug.js (Line 69)

Physics.P2.Body.DYNAMIC

<static> DYNAMIC : number Dynamic body. Dynamic bodies body can move and respond to collisions and forces. Source code: physics/p2/Body.js (Line 1498)