Component.Core#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Source code: gameobjects/components/Core.js (Line 328)

Physics.P2#total

[readonly] total : number The total number of bodies in the world. Source code: physics/p2/World.js (Line 2036)

Physics.Ninja.Tile#xw

[readonly] xw : number Half the width. Source code: physics/ninja/Tile.js (Line 71)

AnimationManager#isLoaded

isLoaded : boolean Set to true once animation data has been loaded. Source code: animation/AnimationManager.js (Line 52)

Text#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/Text.js (Line 66)

Text#shadowFill

shadowFill : boolean Sets if the drop shadow is applied to the Text fill. Source code: gameobjects/Text.js (Line 2217)

global#listeners()

listeners(eventName) → {Array} Return a list of assigned event listeners. Parameters Name Type Description eventName String The events that should be listed. Returns Array - An array of listener functions Source code: plugins/path/EventTarget.js (Line 41)

RetroFont#characterSpacingX

characterSpacingX : number If the characters in the font set have horizontal spacing between them set the required amount here. Source code: gameobjects/RetroFont.js (Line 50)

Sprite#width

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set Source code: pixi/display/Sprite.js (Line 125)

Tilemap#key

key : string The key of this map data in the Phaser.Cache. Source code: tilemap/Tilemap.js (Line 38)