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)

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.Ninja.AABB#xw

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

Sound#onLoop

onLoop : Phaser.Signal The onLoop event is dispatched when this sound loops during playback. Source code: sound/Sound.js (Line 240)

Device#fileSystem

fileSystem : boolean Is fileSystem available? Source code: utils/Device.js (Line 180)

RoundedRectangle#radius

radius : number The radius of the rounded corners. Source code: geom/RoundedRectangle.js (Line 51)

TweenData#startTime

startTime : number The time the Tween started or null if it hasn't yet started. Source code: tween/TweenData.js (Line 123)

InputHandler#allowVerticalDrag

allowVerticalDrag : boolean Controls if the Sprite is allowed to be dragged vertically. Default Value true Source code: input/InputHandler.js (Line 75)

Physics.P2.BodyDebug#createMultiple()

createMultiple(quantity, key, frame, exists) → {array} Creates multiple Phaser.Sprite objects and adds them to the top of this Group. This method is useful if you need to quickly generate a pool of sprites, such as bullets. Use classType to change the type of object created. You can provide an array as the key and / or frame arguments. When you do thisit will create quantity Sprites for every key (and frame) in the arrays. For example: createMultiple(25, ['ball', 'carrot']) In the above code

Physics#destroy()

destroy() Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap. Source code: physics/Physics.js (Line 399)