SpriteBatch#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

Sprite#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Game#config

config : Object The Phaser.Game configuration object. Source code: core/Game.js (Line 36)

StateManager#game

game : Phaser.Game A reference to the currently running game. Source code: core/StateManager.js (Line 22)

Sprite#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

Game#forceSingleUpdate

forceSingleUpdate : boolean Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly. Source code: core/Game.js (Line 380)

Physics.Arcade.Body#game

game : Phaser.Game Local reference to game. Source code: physics/arcade/Body.js (Line 25)

global#RECTANGLE

<constant> RECTANGLE : integer Game Object type. Source code: Phaser.js (Line 248)

Rectangle#type

[readonly] type : number The const type of this object. Source code: geom/Rectangle.js (Line 49)

RetroFont#valid

valid : boolean Inherited From PIXI.RenderTexture#valid Source code: pixi/textures/RenderTexture.js (Line 125)