Physics.P2.RevoluteConstraint#game

game : Phaser.Game Local reference to game. Source code: physics/p2/RevoluteConstraint.js (Line 29)

Utils.Debug#dirty

dirty : boolean Does the canvas need re-rendering? Source code: utils/Debug.js (Line 92)

Particle#reset()

reset(x, y, health) → {Phaser.Particle} Resets the Particle. This places the Particle at the given x/y world coordinates and thensets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.If the Particle has a physics body that too is reset. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Particle at. y number The y coordinate (in world space) to position the Particle at.

Particle#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)

Particle#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Physics.P2#applyDamping

applyDamping : boolean Enable to automatically apply body damping each step. Source code: physics/p2/World.js (Line 1919)

Physics.P2.BodyDebug#moveDown()

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at the bottom. Parameters Name Type Description child any The child to move down in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveDown Source code: core/Group.js (Line 969)

Tween#onStart

onStart : Phaser.Signal The onStart event is fired when the Tween begins. If there is a delay before the tween starts then onStart fires after the delay is finished.It will be sent 2 parameters: the target object and this tween. Source code: tween/Tween.js (Line 77)

Sound#allowMultiple

allowMultiple : boolean This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels. Source code: sound/Sound.js (Line 144)

Physics.P2.BodyDebug#addAll()

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group.addAll('x', 10) will add 10 to the child.x value for each child. Parameters Name Type Description property string The property to increment, for example 'body.velocity.x' or 'angle'. amount number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50. checkAlive boolean If true the property will only be changed if