Graphics#updateLocalBounds()

updateLocalBounds() Update the bounds of the object Inherited From PIXI.Graphics#updateLocalBounds Source code: pixi/primitives/Graphics.js (Line 997)

Utils.setProperty()

<static> setProperty(obj, prop) → {object} Sets an objects property by string. Parameters Name Type Description obj object The object to traverse prop string The property whose value will be changed Returns object - The object on which the property was set. Source code: utils/Utils.js (Line 60)

Physics.P2.Body#moveLeft()

moveLeft(speed) If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). Parameters Name Type Description speed number The speed at which it should move to the left, in pixels per second. Source code: physics/p2/Body.js (Line 776)

BitmapData#smoothProperty

smoothProperty : string The context property needed for smoothing this Canvas. Source code: gameobjects/BitmapData.js (Line 70)

TilingSprite#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Inherited From PIXI.DisplayObjectContainer#children Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Strip#dirty

dirty : boolean Whether the strip is dirty or not Source code: pixi/extras/Strip.js (Line 43)

Tween#onChildComplete

onChildComplete : Phaser.Signal The onChildComplete event is fired when the Tween or any of its children completes.Fires every time a child completes unless a child is set to repeat forever.It will be sent 2 parameters: the target object and this tween. Source code: tween/Tween.js (Line 100)

Signal#memorize

memorize : boolean Memorize the previously dispatched event? If an event has been memorized it is automatically dispatched when a new listener is added with add or addOnce.Use forget to clear any currently memorized event. Source code: core/Signal.js (Line 84)

RenderTexture#key

key : string The key of the RenderTexture in the Cache, if stored there. Source code: gameobjects/RenderTexture.js (Line 35)

global#emit()

emit(eventName) → {Boolean} Emit an event to all registered event listeners. Parameters Name Type Description eventName String The name of the event. Returns Boolean - Indication if we've emitted an event. Source code: plugins/path/EventTarget.js (Line 54)