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)

Physics.BOX2D

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

Frame#spriteSourceSizeY

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

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)

Utils.Debug#key()

key(key, x, y, color) Renders Phaser.Key object information. Parameters Name Type Argument Default Description key Phaser.Key The Key to render the information for. x number X position of the debug info to be rendered. y number Y position of the debug info to be rendered. color string <optional> 'rgb(255,255,255)' color of the debug info to be rendered. (format is css color string). Source code: utils/Debug.js (Line 412)

Component.Health#maxHealth

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum. Default Value 100 Source code: gameobjects/components/Health.js (Line 35)

Mouse#mouseOutCallback

mouseOutCallback : Function A callback that can be fired when the mouse is no longer over the game canvas. Source code: input/Mouse.js (Line 52)

Sprite#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

Gamepad#reset()

reset() Reset all buttons/axes of all gamepads Source code: input/Gamepad.js (Line 400)