RequestAnimationFrame#updateRAF()

updateRAF() The update method for the requestAnimationFrame Source code: utils/RequestAnimationFrame.js (Line 103)

Video#progress

[readonly] progress : number The progress of this video. This is a value between 0 and 1, where 0 is the start and 1 is the end of the video. Source code: gameobjects/Video.js (Line 1202)

Button#type

[readonly] type : number The Phaser Object Type. Source code: gameobjects/Button.js (Line 50)

StateManager#onRenderCallback

onRenderCallback : Function This is called post-render. It doesn't happen during preload (see onLoadRenderCallback). Source code: core/StateManager.js (Line 112)

AudioSprite#key

key : string Asset key for the Audio Sprite. Source code: sound/AudioSprite.js (Line 29)

Physics.Ninja.AABB#width

[readonly] width : number The width. Source code: physics/ninja/AABB.js (Line 58)

Tween#manager

manager : Phaser.TweenManager Reference to the TweenManager responsible for updating this Tween. Source code: tween/Tween.js (Line 35)

Sound#position

position : number The position of the current sound marker. Source code: sound/Sound.js (Line 88)

FlexLayer#getFirstExists()

getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject} Get the first display object that exists, or doesn't exist. You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument 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 provided the additional arguments then the childwill be reset

FlexGrid#debug()

debug() Call in the render function to output the bounds rects. Source code: core/FlexGrid.js (Line 299)