CanvasRenderer#context

context :CanvasRenderingContext2D The canvas 2d context that everything is drawn with Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 95)

ScaleManager#parentScaleFactor

[readonly] parentScaleFactor : Phaser.Point The scale of the game in relation to its parent container. Source code: core/ScaleManager.js (Line 459)

World#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

Point#clampY()

clampY(min, max) → {Phaser.Point} Clamps the y value of this Point to be between the given min and max Parameters Name Type Description min number The minimum value to clamp this Point to. max number The maximum value to clamp this Point to. Returns Phaser.Point - This Point object. Source code: geom/Point.js (Line 185)

Physics.Arcade.Body#stopVelocityOnCollide

stopVelocityOnCollide : boolean Set by the moveTo and moveFrom methods. Source code: physics/arcade/Body.js (Line 427)

Game#resolution

[readonly] resolution : integer The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object. Default Value 1 Source code: core/Game.js (Line 78)

AudioSprite#sounds

sounds : Object An object containing the Phaser.Sound objects for the Audio Sprite. Source code: sound/AudioSprite.js (Line 54)

Rectangle#volume

[readonly] volume : number The volume of the Rectangle derived from width * height. Source code: geom/Rectangle.js (Line 583)

InputHandler#pointerDragged()

pointerDragged(pointerId) → {boolean} Is this sprite being dragged by the mouse or not? Parameters Name Type Argument Default Description pointerId integer <optional> 0 Returns boolean - True if the pointer is dragging an object, otherwise false. Source code: input/InputHandler.js (Line 695)

InputHandler#checkPointerDown()

checkPointerDown(pointer, fastTest) → {boolean} Checks if the given pointer is both down and over the Sprite this InputHandler belongs to.Use the fastTest flag is to quickly check just the bounding hit area even if InputHandler.pixelPerfectOver is true. Parameters Name Type Argument Default Description pointer Phaser.Pointer fastTest boolean <optional> false Force a simple hit area check even if pixelPerfectOver is true for this object? Returns boolean - True if the p