RequestAnimationFrame#stop()

stop() Stops the requestAnimationFrame from running. Source code: utils/RequestAnimationFrame.js (Line 134)

Gamepad#active

[readonly] active : boolean If the gamepad input is active or not - if not active it should not be updated from Input.js Source code: input/Gamepad.js (Line 496)

Circle#y

y : number The y coordinate of the center of the circle. Source code: geom/Circle.js (Line 31)

Weapon#bullets

bullets : Phaser.Group This is the Phaser.Group that contains all of the bullets managed by this plugin. Source code: plugins/weapon/WeaponPlugin.js (Line 39)

Input#justReleasedRate

justReleasedRate : number The number of milliseconds below which the Pointer is considered justReleased . Default Value 200 Source code: input/Input.js (Line 132)

Canvas.addToDOM()

<static> addToDOM(canvas, parent, overflowHidden) → {HTMLCanvasElement} Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.If no parent is given it will be added as a child of the document.body. Parameters Name Type Argument Default Description canvas HTMLCanvasElement The canvas to be added to the DOM. parent string | HTMLElement The DOM element to add the canvas to. overflowHidden boolean <optional> true If set to

Physics.Ninja.Body#system

system : Phaser.Physics.Ninja The parent physics system. Source code: physics/ninja/Body.js (Line 49)

Input#interactiveItems

interactiveItems : Phaser.ArraySet A list of interactive objects. The InputHandler components add and remove themselves from this list. Source code: input/Input.js (Line 320)

Pointer#timeUp

timeUp : number A timestamp representing when the Pointer left the touchscreen. Source code: input/Pointer.js (Line 275)

Device#mp4Video

mp4Video : boolean Can this device play h264 mp4 video files? Source code: utils/Device.js (Line 436)