Rectangle#copyFrom()

copyFrom(source) → {Phaser.Rectangle} Copies the x, y, width and height properties from any given object to this Rectangle. Parameters Name Type Description source any The object to copy from. Returns Phaser.Rectangle - This Rectangle object. Source code: geom/Rectangle.js (Line 187)

Key#onUp

onUp : Phaser.Signal This Signal is dispatched every time this Key is released. It is only dispatched once (until the key is pressed and released again). Source code: input/Key.js (Line 113)

Line#width

[readonly] width : number Gets the width of this bounds of this line. Source code: geom/Line.js (Line 489)

Device#safari

safari : boolean Set to true if running in Safari. Source code: utils/Device.js (Line 341)

Sound#override

override : boolean if true when you play this sound it will always start from the beginning. Source code: sound/Sound.js (Line 138)

Pointer#active

active : boolean An active pointer is one that is currently pressed down on the display. A Mouse is always active. Source code: input/Pointer.js (Line 316)

Physics.Arcade#sortDirection

sortDirection : number Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is based on. Default is Phaser.Physics.Arcade.LEFT_RIGHT. Source code: physics/arcade/World.js (Line 62)

Physics.Ninja.Body#checkCollision

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.For example checkCollision.up = false means it won't collide when the collision happened while moving up. An object containing allowed collision. Source code: physics/ninja/Body.js (Line 125)

Physics.Arcade.Body#onWall()

onWall() → {boolean} Returns true if either side of this Body is in contact with either the world bounds or a tile. Returns boolean - True if in contact with either the world bounds or a tile. Source code: physics/arcade/Body.js (Line 1233)

Easing.Quintic#Quintic

new Quintic() Quintic easing. Source code: tween/Easing.js (Line 190)