Component.InputEnabled#InputEnabled

new InputEnabled() The InputEnabled component allows a Game Object to have its own InputHandler and process input related events. Source code: gameobjects/components/InputEnabled.js (Line 12)

Animation#isPlaying

isPlaying : boolean The playing state of the Animation. Set to false once playback completes, true during playback. Source code: animation/Animation.js (Line 86)

Input#getLocalPosition()

getLocalPosition(displayObject, pointer) → {Phaser.Point} This will return the local coordinates of the specified displayObject based on the given Pointer. Parameters Name Type Description displayObject Phaser.Sprite | Phaser.Image The DisplayObject to get the local coordinates for. pointer Phaser.Pointer The Pointer to use in the check against the displayObject. Returns Phaser.Point - A point containing the coordinates of the Pointer position relative to the DisplayObject. Sourc

Time#msMin

msMin : number Advanced timing result: The minimum amount of time the game has taken between consecutive frames. Only calculated if advancedTiming is enabled.This value can be manually reset. Default Value 1000 Source code: time/Time.js (Line 211)

Ellipse#width

width : number The overall width of this ellipse. Source code: geom/Ellipse.js (Line 38)

global#VERTICAL

<constant> VERTICAL : integer A vertical orientation Source code: Phaser.js (Line 311)

Particle#damage

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero then the kill method is called. Inherited From Phaser.Component.Health#damage Source code: gameobjects/components/Health.js (Line 46)

Physics.P2.Body#setZeroDamping()

setZeroDamping() Sets the Body damping and angularDamping to zero. Source code: physics/p2/Body.js (Line 612)

Particle#setAlphaData()

setAlphaData() Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter. Source code: gameobjects/Particle.js (Line 111)

Key#isUp

isUp : boolean The "up" state of the key. This will remain true for as long as the keyboard thinks this key is up. Default Value true Source code: input/Key.js (Line 45)