global#CREATURE

<constant> CREATURE : integer Game Object type. Source code: Phaser.js (Line 283)

FlexLayer#bringToTop()

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all other children. Parameters Name Type Description child any The child to bring to the top of this group. Returns any - The child that was moved. Inherited From Phaser.Group#bringToTop Source code: core/Group.js (Line 907)

Input#mouse

mouse : Phaser.Mouse The Mouse Input manager. You should not usually access this manager directly, but instead use Input.mousePointer or Input.activePointerwhich normalizes all the input values for you, regardless of browser. Source code: input/Input.js (Line 240)

Physics.Ninja.Circle#radius

radius : number The radius of this circle shape. Source code: physics/ninja/Circle.js (Line 44)

TileSprite#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

Game#onResume

onResume : Phaser.Signal This event is fired when the game resumes from a paused state. Source code: core/Game.js (Line 306)

Animation#delay

delay : number The delay in ms between each frame of the Animation, based on the given frameRate. Source code: animation/Animation.js (Line 58)

Button#onInputUp

onInputUp : Phaser.Signal The Signal (or event) dispatched when this Button is in an Up state. Source code: gameobjects/Button.js (Line 164)

Group#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. Default Value true Source code: core/Group.js (Line 93)

InputHandler#isDragged

isDragged : boolean true if the Sprite is being currently dragged. Source code: input/InputHandler.js (Line 63)