game : Phaser.Game A reference to the currently running Game. Source code: core/Create.js (Line 23)
name : string The name of this object. Default Value _stage_root Source code: core/Stage.js (Line 29)
[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/TileSprite.js (Line 78)
gamepad : Phaser.Gamepad The Gamepad Input manager. Source code: input/Input.js (Line 274)
play(loop) Plays the currently set animation. Parameters Name Type Argument Default Description loop boolean <optional> false Should the animation loop? Source code: gameobjects/Creature.js (Line 413)
speed : Phaser.Point A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly. Source code: input/Input.js (Line 84)
maxParticleAlpha : number The maximum possible alpha value of a particle. Default Value 1 Source code: particles/arcade/Emitter.js (Line 104)
type : number Base Phaser object type. Source code: gameobjects/RetroFont.js (Line 170)
<static> STATIC : number Static body. Static bodies do not move, and they do not respond to forces or collision. Source code: physics/p2/Body.js (Line 1506)
loop : boolean True if this TimerEvent loops, otherwise false. Source code: time/TimerEvent.js (Line 55)
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