World#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

Gamepad#pad3

[readonly] pad3 : Phaser.SinglePad Gamepad #3 Source code: input/Gamepad.js (Line 566)

Rope#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Physics.Arcade.Body#sourceWidth

[readonly] sourceWidth : number The un-scaled original size. Source code: physics/arcade/Body.js (Line 109)

Particles.Arcade.Emitter#create()

create(x, y, key, frame, exists, index) → {DisplayObject} Creates a new Phaser.Sprite object and adds it to the top of this group. Use classType to change the type of object created. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created o

Weapon#trackedSprite

trackedSprite : Phaser.Sprite | Object The Sprite currently being tracked by the Weapon, if any.This is set via the Weapon.trackSprite method. Type Phaser.Sprite | Object Source code: plugins/weapon/WeaponPlugin.js (Line 333)

Physics.Arcade.Body#radius

[readonly] radius : number The radius of the circular collision shape this Body is using if Body.setCircle has been enabled.If you wish to change the radius then call setCircle again with the new value.If you wish to stop the Body using a circle then call setCircle with a radius of zero (or undefined). Source code: physics/arcade/Body.js (Line 55)

WebGLFilterManager#applyFilterPass()

applyFilterPass(filter, filterArea, width, height) Applies the filter to the specified area. Parameters Name Type Description filter PIXI.AbstractFilter the filter that needs to be applied filterArea PIXI.Texture TODO - might need an update width Number the horizontal range of the filter height Number the vertical range of the filter Source code: pixi/renderers/webgl/utils/WebGLFilterManager.js (Line 336)

BitmapText#type

[readonly] type : number The const type of this object. Source code: gameobjects/BitmapText.js (Line 69)

StateManager#onUpdateCallback

onUpdateCallback : Function This is called when the state is updated, every game loop. It doesn't happen during preload (@see onLoadUpdateCallback). Source code: core/StateManager.js (Line 106)