Button#justReleasedPreventsOver

justReleasedPreventsOver : Phaser.PointerMode Suppress the over event if a pointer was just released and it matches the given pointer mode bitmask. This behavior was introduced in Phaser 2.3.1; this property is a soft-revert of the change. Source code: gameobjects/Button.js (Line 182)

TilingSprite#exists

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops. Inherited From PIXI.Sprite#exists Default Value true Source code: pixi/display/Sprite.js (Line 103)

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)