SpriteBatch#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Inherited From Phaser.Group#alive Default Value true Source code: core/Group.js (Line 93)

Physics.Ninja.Circle#system

system : Phaser.Physics.Ninja A reference to the physics system. Source code: physics/ninja/Circle.js (Line 29)

Rope#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Rope.js (Line 93)

Physics.Ninja#gravity

gravity : number The World gravity setting. Source code: physics/ninja/World.js (Line 44)

StateManager#restart()

restart(clearWorld, clearCache, parameter) Restarts the current State. State.shutDown will be called (if it exists) before the State is restarted. Parameters Name Type Argument Default Description clearWorld boolean <optional> true Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly) clearCache boolean <optional> false Clear the Game.Cache? This purg

BaseTexture#source

source :Image The image source that is used to create the texture. Source code: pixi/textures/BaseTexture.js (Line 60)

Texture#requiresReTint

requiresReTint : boolean This will let a renderer know that a tinted parent has updated its texture. Source code: pixi/textures/Texture.js (Line 95)

CanvasRenderer#type

type : number The renderer type. Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 25)

RoundedRectangle#radius

radius : number The radius of the rounded corners. Source code: geom/RoundedRectangle.js (Line 51)

Device#fileSystem

fileSystem : boolean Is fileSystem available? Source code: utils/Device.js (Line 180)