TileSprite#inWorld

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds. Inherited From Phaser.Component.InWorld#inWorld Source code: gameobjects/components/InWorld.js (Line 129)

Gamepad#pad4

[readonly] pad4 : Phaser.SinglePad Gamepad #4 Source code: input/Gamepad.js (Line 580)

Animation#game

game : Phaser.Game A reference to the currently running Game. Source code: animation/Animation.js (Line 29)

Particle#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)

Creature#destroy()

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if presentand nulls its reference to game, freeing it up for garbage collection. If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you'vemore than one Game Object sharing the same BaseTexture. Parameters Name Type

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)

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)

Animation#onPause()

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