Rope#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

AudioSprite#game

game : Phaser.Game A reference to the currently running Game. Source code: sound/AudioSprite.js (Line 23)

AudioSprite#autoplayKey

autoplayKey : string If a sound is set to auto play, this holds the marker key of it. Source code: sound/AudioSprite.js (Line 41)

Loader#bitmapFont()

bitmapFont(key, textureURL, atlasURL, atlasData, xSpacing, ySpacing) → {Phaser.Loader} Adds Bitmap Font files to the current load queue. To create the Bitmap Font files you can use: BMFont (Windows, free): http://www.angelcode.com/products/bmfont/Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesignerLittera (Web-based, free): http://kvazars.com/littera/ You can choose to either load the data externally, by providing a URL to an xml file.Or you can pass in an XML object o

Cache#getRenderTexture()

getRenderTexture(key) → {Object} Gets a RenderTexture object from the cache. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Parameters Name Type Description key string The key of the asset to retrieve from the cache. Returns Object - The object with Phaser.RenderTexture and Phaser.Frame. Source code: loader/Cache.js (Line 1405)

global#ANGLE_NORTH_EAST

<constant> ANGLE_NORTH_EAST : integer The Angle (in degrees) a Game Object needs to be set to in order to face north east. Source code: Phaser.js (Line 360)

Touch#enabled

enabled : boolean Touch events will only be processed if enabled. Default Value true Source code: input/Touch.js (Line 28)

Animation#loopCount

loopCount : number The number of times the animation has looped since it was last started. Source code: animation/Animation.js (Line 68)

Math#smoothstep()

smoothstep(x, min, max) → {float} Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep Parameters Name Type Description x float The input value. min float The left edge. Should be smaller than the right edge. max float The right edge. Returns float - A value between 0 and 1. Source code: math/Math.js (Line 1102)

SpriteBatch#y

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#y Source code: core/Group.js (Line 2978)