Rope#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Easing.Sinusoidal#Out()

Out(k) → {number} Sinusoidal ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 256)

Group#set()

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean} Quickly set a property on a single child of this group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Name Type Argument Default Description child Phaser.Sprite The child to set the property on. key string The property, as a string, to be set. For example: 'body.velocity.x' value any

Sound#removeMarker()

removeMarker(name) Removes a marker from the sound. Parameters Name Type Description name string The key of the marker to remove. Source code: sound/Sound.js (Line 377)

Sprite#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

RetroFont#resolution

resolution : number The Resolution of the texture. Inherited From PIXI.RenderTexture#resolution Source code: pixi/textures/RenderTexture.js (Line 53)

Physics.P2#createGearConstraint()

createGearConstraint(bodyA, bodyB, angle, ratio) → {Phaser.Physics.P2.GearConstraint} Creates a constraint that tries to keep the distance between two bodies constant. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. angle number <optional> 0 The relative angle ratio number <optional> 1 The gear ratio.

Pointer#duration

[readonly] duration : number How long the Pointer has been depressed on the touchscreen or any of the mouse buttons have been held down.If not currently down it returns -1.If you need to test a specific mouse or pen button then access the buttons directly, i.e. Pointer.rightButton.duration. Source code: input/Pointer.js (Line 1192)

Button#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

TileSprite#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)