Physics.P2.Body#offset

offset : Phaser.Point The offset of the Physics Body from the Sprite x/y position. Source code: physics/p2/Body.js (Line 53)

Camera#game

game : Phaser.Game A reference to the currently running Game. Source code: core/Camera.js (Line 25)

Particles.Arcade.Emitter#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

Physics.Arcade.Body#angularVelocity

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second. Source code: physics/arcade/Body.js (Line 258)

Game#world

world : Phaser.World Reference to the world. Source code: core/Game.js (Line 216)

Pointer#totalTouches

totalTouches : number The total number of times this Pointer has been touched to the touchscreen. Source code: input/Pointer.js (Line 287)

Game#create

create : Phaser.Create The Asset Generator. Source code: core/Game.js (Line 266)

ScaleManager#aspectRatio

[readonly] aspectRatio : number The aspect ratio of the scaled Display canvas. Source code: core/ScaleManager.js (Line 349)

Component.FixedToCamera.postUpdate()

<static> postUpdate() The FixedToCamera component postUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/FixedToCamera.js (Line 21)

Math#roundAwayFromZero()

roundAwayFromZero(value) → {integer} Round to the next whole number away from zero. Parameters Name Type Description value number Any number. Returns integer - The rounded value of that number. Source code: math/Math.js (Line 916)