StateManager#onPauseUpdateCallback

onPauseUpdateCallback : Function This is called every frame while the game is paused. Source code: core/StateManager.js (Line 154)

Sound#game

game : Phaser.Game A reference to the currently running Game. Source code: sound/Sound.js (Line 27)

Graphics#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

Physics.Ninja.Body#shape

shape : Object A local reference to the body shape. Source code: physics/ninja/Body.js (Line 69)

State#world

world : Phaser.World A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution. Source code: core/State.js (Line 94)

Game#onBlur

onBlur : Phaser.Signal This event is fired when the game no longer has focus (typically on page hide). Source code: core/Game.js (Line 311)

Tilemap#createFromObjects()

createFromObjects(name, gid, key, frame, exists, autoCull, group, CustomClass, adjustY) Creates a Sprite for every object matching the given gid in the map data. You can optionally specify the group that the Sprite will be created in. If none isgiven it will be created in the World. All properties from the map data objectgroup are copied across to the Sprite, so you can use this as an easy way toconfigure Sprite properties from within the map editor. For example giving an object a property of

BitmapText#smoothed

smoothed : boolean Enable or disable texture smoothing for this BitmapText. The smoothing is applied to the BaseTexture of this font, which all letters of the text reference. Smoothing is enabled by default. Source code: gameobjects/BitmapText.js (Line 681)

Utils.Debug#spriteInfo()

spriteInfo(sprite, x, y, color) Render debug infos (including name, bounds info, position and some other properties) about the Sprite. Parameters Name Type Argument Default Description sprite Phaser.Sprite The Sprite to display the information of. 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)

TileSprite#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Inherited From Phaser.Component.InWorld#outOfBoundsKill Source code: gameobjects/components/InWorld.js (Line 106)