StateManager#onInitCallback

onInitCallback : Function This is called when the state is set as the active state. Source code: core/StateManager.js (Line 88)

Physics.P2.Spring#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/Spring.js (Line 33)

State#input

input : Phaser.Input A reference to the Input Manager. Source code: core/State.js (Line 49)

TimerEvent#tick

tick : number The tick is the next game clock time that this event will fire at. Source code: time/TimerEvent.js (Line 45)

State#rnd

rnd : Phaser.RandomDataGenerator A reference to the seeded and repeatable random data generator. Source code: core/State.js (Line 109)

Particles#ID

ID : number - Source code: particles/Particles.js (Line 30)

Component.Bounds#bottom

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY. Source code: gameobjects/components/Bounds.js (Line 168)

BitmapData#textureFrame

textureFrame : Phaser.Frame The Frame this BitmapData uses for rendering. Source code: gameobjects/BitmapData.js (Line 141)

SpriteBatch#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Tileset#total

[readonly] total : integer The total number of tiles in the tileset. Source code: tilemap/Tileset.js (Line 109)