Group#exists

exists : boolean If exists is true the group is updated, otherwise it is skipped. Default Value true Source code: core/Group.js (Line 100)

Cache#removeSpriteSheet()

removeSpriteSheet(key) Removes a Sprite Sheet from the cache. Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewherethen it will persist in memory. Parameters Name Type Description key string Key of the asset you want to remove. Source code: loader/Cache.js (Line 1867)

QuadTree#split()

split() Split the node into 4 subnodes Source code: math/QuadTree.js (Line 130)

Input#pointer3

pointer3 : Phaser.Pointer A Pointer object. Source code: input/Input.js (Line 170)

Physics.P2.FixtureList#init()

init() Source code: physics/p2/FixtureList.js (Line 38)

SinglePad#pollStatus()

pollStatus() Main update function called by Phaser.Gamepad. Source code: input/SinglePad.js (Line 165)

SpriteBatch#name

name : string A name for this group. Not used internally but useful for debugging. Inherited From Phaser.Group#name Source code: core/Group.js (Line 49)

ScaleManager#grid

grid : Phaser.FlexGrid EXPERIMENTAL: A responsive grid on which you can align game objects. Source code: core/ScaleManager.js (Line 69)

Physics.Ninja#setBoundsToWorld()

setBoundsToWorld() Updates the size of this physics world to match the size of the game world. Source code: physics/ninja/World.js (Line 213)

World#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Inherited From Phaser.Group#angle Source code: core/Group.js (Line 2682)