State#physics

physics : Phaser.Physics A reference to the physics manager which looks after the different physics systems available within Phaser. Source code: core/State.js (Line 104)

Particles.Arcade.Emitter#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

SpriteBatch#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#bottom Source code: core/Group.js (Line 2845)

Graphics#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Physics.Ninja.Body#facing

facing : number A const reference to the direction the Body is traveling or facing. Source code: physics/ninja/Body.js (Line 106)

Particles.Arcade.Emitter#minRotation

minRotation : number The minimum possible angular velocity of a particle. Source code: particles/arcade/Emitter.js (Line 86)

ArrayUtils#ArrayUtils

new ArrayUtils() Utility functions for dealing with Arrays. Source code: utils/ArrayUtils.js (Line 13)

SpriteBatch#exists

exists : boolean If exists is true the group is updated, otherwise it is skipped. Inherited From Phaser.Group#exists Default Value true Source code: core/Group.js (Line 100)

Graphics#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)

Pointer#worldY

[readonly] worldY : number Gets the Y value of this Pointer in world coordinates based on the world camera. Source code: input/Pointer.js (Line 1232)