State#preload()

preload() preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)You shouldn't create any objects in this method that require assets that you're also loading in this method, asthey won't yet be available. Source code: core/State.js (Line 125)

Text#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)

Sprite#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u

Physics.P2.Body#addPhaserPolygon()

addPhaserPolygon(key, object) → {Array} Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.The shape data format is based on the output of thecustom phaser exporter forPhysicsEditor Parameters Name Type Description key string The key of the Physics Data file as stored in Game.Cache. object string The key of the object within the Physics data file that you wish to load the shape data from. Returns Array - A list of created fi

Sprite#heal

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited From Phaser.Component.Health#heal Source code: gameobjects/components/Health.js (Line 90)

RenderTexture#noFrame

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited From PIXI.Texture#noFrame Source code: pixi/textures/Texture.js (Line 28)

MSPointer#start()

start() Starts the event listeners running. Source code: input/MSPointer.js (Line 124)

Time#desiredFps

desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates. The desired frame rate of the game. Defaults to 60. Source code: time/Time.js (Line 596)

Camera#unfollow()

unfollow() Sets the Camera follow target to null, stopping it from following an object if it's doing so. Source code: core/Camera.js (Line 324)

Device#oggVideo

oggVideo : boolean Can this device play ogg video files? Source code: utils/Device.js (Line 424)