ScaleManager.SHOW_ALL

[static] SHOW_ALL : integer A scale mode that shows the entire game while maintaining proportions - see scaleMode. Source code: core/ScaleManager.js (Line 625)

Bullet#kill()

kill() Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.Also dispatches the Weapon.onKill signal. Source code: plugins/weapon/Bullet.js (Line 41)

StateManager#onCreateCallback

onCreateCallback : Function This is called when the state preload has finished and creation begins. Source code: core/StateManager.js (Line 100)

Device#iOS

iOS : boolean Is running on iOS? Source code: utils/Device.js (Line 58)

ScaleManager#pageAlignVertically

pageAlignVertically : boolean When enabled the Display canvas will be vertically-aligned in the Parent container (or window). To align vertically the Parent element should have a non-collapsible height, such that it will maintaina height larger than the height of the contained Game canvas - the game canvas will then be scaled verticallywithin the remaining available height dictated by the Parent element. One way to prevent the parent from collapsing is to add an absolute "min-height" CSS prop

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)