Group#fixedToCamera

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list.So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x Source code: core/Group.js (Line 265)

Texture#noFrame

noFrame : boolean Does this Texture have any frame data assigned to it? Source code: pixi/textures/Texture.js (Line 28)

Strip#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

Gamepad#start()

start() Starts the Gamepad event handling.This MUST be called manually before Phaser will start polling the Gamepad API. Source code: input/Gamepad.js (Line 162)

Physics.P2.Body#allowSleep

allowSleep : boolean - Source code: physics/p2/Body.js (Line 1603)

Image#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

TilemapParser#TilemapParser

new TilemapParser() Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap. Source code: tilemap/TilemapParser.js (Line 13)

Input#x

x : number The X coordinate of the most recently active pointer.This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values. Source code: input/Input.js (Line 1029)

RequestAnimationFrame#game

game : Phaser.Game The currently running game. Source code: utils/RequestAnimationFrame.js (Line 22)

Particles.Arcade.Emitter#getFirstAlive()

getFirstAlive(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is alive (child.alive === true). This is handy for choosing a squad leader, etc. You can use the optional argument createIfNull to create a new Game Object if no alive 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 provided the additional arguments then the chi