Physics.Ninja#game

game : Phaser.Game Local reference to game. Source code: physics/ninja/World.js (Line 34)

Texture#frame

frame :Rectangle The frame specifies the region of the base texture that this texture uses Source code: pixi/textures/Texture.js (Line 55)

Animation#destroy()

destroy() Cleans up this animation ready for deletion. Nulls all values and references. Source code: animation/Animation.js (Line 608)

Device#localStorage

localStorage : boolean Is localStorage available? Source code: utils/Device.js (Line 186)

Bullet#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

AnimationManager#currentAnim

currentAnim : Phaser.Animation The currently displayed animation, if any. Source code: animation/AnimationManager.js (Line 40)

Video#snapshot

[readonly] snapshot : Phaser.BitmapData A snapshot grabbed from the video. This is initially black. Populate it by calling Video.grab().When called the BitmapData is updated with a grab taken from the current video playing or active video stream.If Phaser has been compiled without BitmapData support this property will always be null. Source code: gameobjects/Video.js (Line 288)

Pointer#identifier

identifier : number The identifier property of the Pointer as set by the DOM event when this Pointer is started. Source code: input/Pointer.js (Line 44)

Physics.Ninja.Tile#x

x : number The x position. Source code: physics/ninja/Tile.js (Line 669)

Sound#durationMS

durationMS : number The duration of the current sound marker in ms. Source code: sound/Sound.js (Line 83)