QuadTree#nodes

nodes :array Array of associated child nodes. Source code: math/QuadTree.js (Line 55)

Physics.Arcade#bounds

bounds : Phaser.Rectangle The bounds inside of which the physics world exists. Defaults to match the world bounds. Source code: physics/arcade/World.js (Line 29)

Animation#reverseOnce()

reverseOnce() → {Phaser.Animation} Reverses the animation direction for the current/next animation onlyOnce the onComplete event is called this method will be called again and revertthe reversed state. Returns Phaser.Animation - The animation instance. Source code: animation/Animation.js (Line 260)

Sound#override

override : boolean if true when you play this sound it will always start from the beginning. Source code: sound/Sound.js (Line 138)

Pointer#active

active : boolean An active pointer is one that is currently pressed down on the display. A Mouse is always active. Source code: input/Pointer.js (Line 316)

Physics.Arcade.Body#drag

drag : Phaser.Point The drag applied to the motion of the Body. Source code: physics/arcade/Body.js (Line 165)

Physics#arcade

arcade : Phaser.Physics.Arcade The Arcade Physics system. Source code: physics/Physics.js (Line 38)

Text#shadowOffsetY

shadowOffsetY : number The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be. Source code: gameobjects/Text.js (Line 2129)

Physics.Ninja.Circle#destroy()

destroy() Destroys this Circle's reference to Body and System Source code: physics/ninja/Circle.js (Line 2612)

SoundManager#pauseAll()

pauseAll() Pauses all the sounds in the game. Source code: sound/SoundManager.js (Line 362)