Physics.P2.Body#debug

debug : boolean Enable or disable debug drawing of this body Source code: physics/p2/Body.js (Line 1920)

Game#fpsProblemNotifier

fpsProblemNotifier : Phaser.Signal If the game is struggling to maintain the desired FPS, this signal will be dispatched.The desired/chosen FPS should probably be closer to the Phaser.Time#suggestedFps value. Source code: core/Game.js (Line 375)

Physics.P2.BodyDebug#checkProperty()

checkProperty(child, key, value, force) → {boolean} Checks a property for the given value on the child. Parameters Name Type Argument Default Description child any The child to check the property value on. key array An array of strings that make up the property that will be set. value any The value that will be checked. force boolean <optional> false If force is true then the property will be checked on the child regardless if it already exists or not. If true an

WebGLRenderer#filterManager

filterManager : PIXI.WebGLFilterManager Manages the filters Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 153)

Tween#reverse

reverse : boolean If set to true the current tween will play in reverse.If the tween hasn't yet started this has no effect.If there are child tweens then all child tweens will play in reverse from the current point. Source code: tween/Tween.js (Line 49)

Weapon.KILL_NEVER

[static] KILL_NEVER : integer A bulletKillType constant that stops the bullets from ever being destroyed automatically. Source code: plugins/weapon/WeaponPlugin.js (Line 388)

BitmapText#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

TweenManager#update()

update() → {boolean} Update all the tween objects you added to this manager. Returns boolean - Return false if there's no tween to update, otherwise return true. Source code: tween/TweenManager.js (Line 242)

Text#shadowOffsetX

shadowOffsetX : number The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be. Source code: gameobjects/Text.js (Line 2107)

Text#stroke

stroke : string A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'. Source code: gameobjects/Text.js (Line 1992)