Physics.P2#collisionGroups

collisionGroups :array An array containing the collision groups that have been defined in the World. Source code: physics/p2/World.js (Line 212)

Input#recordRate

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history. Default Value 100 Source code: input/Input.js (Line 147)

TilemapLayer#getBounds()

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds calculation takes the worldTransform into account. It is important to note that the transform is not updated when you call this method.So if this Sprite is the child of a Display Object which has had its transformupdated since the last render pass, those changes will not yet have been appliedto this Sprites worldTransform. If you need to ensure that all parent transformsare factored into this getBounds

Game#sound

sound : Phaser.SoundManager Reference to the sound manager. Source code: core/Game.js (Line 196)

SpriteBatch#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

Particle#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

InputHandler#bringToTop

bringToTop : boolean If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within. Source code: input/InputHandler.js (Line 81)

Tilemap#enableDebug

enableDebug : boolean If set then console.log is used to dump out useful layer creation debug data. Source code: tilemap/Tilemap.js (Line 140)

Frame#rotated

rotated : boolean Rotated? (not yet implemented) Source code: animation/Frame.js (Line 70)

Tileset#columns

[readonly] columns : integer The number of tile columns in the tileset. Source code: tilemap/Tileset.js (Line 101)