Sound#currentMarker

currentMarker : string The string ID of the currently playing marker, if any. Source code: sound/Sound.js (Line 121)

SoundManager#unlock()

unlock() → {boolean} Enables the audio, usually after the first touch. Returns boolean - True if the callback should be removed, otherwise false. Source code: sound/SoundManager.js (Line 296)

Physics.Ninja.Body#maxSpeed

maxSpeed : number The maximum speed this body can travel at (taking drag and friction into account) Default Value 8 Source code: physics/ninja/Body.js (Line 144)

Animation#onPause()

onPause() Called when the Game enters a paused state. Source code: animation/Animation.js (Line 365)

SpriteBatch#x

x : number The x 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#x Source code: core/Group.js (Line 2969)

Game#enableStep()

enableStep() Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors! Source code: core/Game.js (Line 962)

Frame#spriteSourceSizeY

spriteSourceSizeY : number Y position of the trimmed sprite inside original sprite. Source code: animation/Frame.js (Line 104)

Physics.BOX2D

[static] BOX2D : number Source code: physics/Physics.js (Line 91)

World#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

SpriteBatch#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)