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)

Graphics#inWorld

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds. Inherited From Phaser.Component.InWorld#inWorld Source code: gameobjects/components/InWorld.js (Line 129)

Cache#checkXMLKey()

checkXMLKey(key) → {boolean} Checks if the given key exists in the XML Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 967)

global#NONE

<constant> NONE : integer Direction constant. Source code: Phaser.js (Line 59)

Physics.Arcade.Body#overlapR

overlapR : number If Body.isCircle is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision. Source code: physics/arcade/Body.js (Line 349)