Game#camera

camera : Phaser.Camera A handy reference to world.camera. Source code: core/Game.js (Line 241)

Keyboard#lastKey

[readonly] lastKey : Phaser.Key Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed. Source code: input/Keyboard.js (Line 576)

Rectangle#height

height : number The height of the Rectangle. This value should never be set to a negative. Source code: geom/Rectangle.js (Line 43)

Touch#touchCancelCallback

touchCancelCallback : Function A callback that can be fired on a touchCancel event. Source code: input/Touch.js (Line 72)

FlexLayer#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

Sprite#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

Image#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container 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

Circle#x

x : number The x coordinate of the center of the circle. Source code: geom/Circle.js (Line 26)

Mouse#wheelDelta

wheelDelta : number The direction of the last mousewheel usage 1 for up -1 for down. Source code: input/Mouse.js (Line 82)

Physics.P2#emitImpactEvent

emitImpactEvent : boolean Set to true if you want to the world to emit the "impact" event. Turning this off could improve performance. Source code: physics/p2/World.js (Line 1994)