Loader#hasLoaded

hasLoaded : boolean True if all assets in the queue have finished loading. Source code: loader/Loader.js (Line 57)

SpriteBatch#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveUp Source code: core/Group.js (Line 945)

Particle#setScaleData()

setScaleData() Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter. Source code: gameobjects/Particle.js (Line 126)

Weapon#onFire

onFire : Phaser.Signal The onFire Signal is dispatched each time Weapon.fire is called, and a Bullet issuccessfully launched. The callback is set two arguments: a reference to the bullet sprite itself,and a reference to the Weapon that fired the bullet. Source code: plugins/weapon/WeaponPlugin.js (Line 306)

Particles.Arcade.Emitter#autoScale

autoScale : boolean When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure. Source code: particles/arcade/Emitter.js (Line 188)

Create.PALETTE_C64

[static] PALETTE_C64 : number A 16 color C64 inspired palette. Source code: core/Create.js (Line 79)

FlexLayer#FlexLayer

new FlexLayer(manager, position, bounds, scale) WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.Please try to avoid using in production games with a long time to build.This is also why the documentation is incomplete. A responsive grid layer. Parameters Name Type Description manager Phaser.FlexGrid The FlexGrid that owns this FlexLayer. position Phaser.Point A reference to the Point object used for positioning. bounds Ph

Input#recordPointerHistory

recordPointerHistory : boolean Sets if the Pointer objects should record a history of x/y coordinates they have passed through.The history is cleared each time the Pointer is pressed down.The history is updated at the rate specified in Input.pollRate Source code: input/Input.js (Line 141)

Camera#y

y : number The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras y position. Source code: core/Camera.js (Line 824)

State#stage

stage : Phaser.Stage A reference to the Stage. Source code: core/State.js (Line 74)