Rectangle.size()

<static> size(a, output) → {Phaser.Point} The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. Parameters Name Type Argument Description a Phaser.Rectangle The Rectangle object. output Phaser.Point <optional> Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. Returns Phaser.Point - The size of the Rectangle object Sourc

Group#countLiving()

countLiving() → {integer} Get the number of living children in this group. Returns integer - The number of children flagged as alive. Source code: core/Group.js (Line 2326)

Input#pollRate

pollRate : number How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on. Source code: input/Input.js (Line 58)

Input#worldY

[readonly] worldY : number The world Y coordinate of the most recently active pointer. Source code: input/Input.js (Line 1121)

Device#iPhone4

iPhone4 : boolean Is running on iPhone4? Source code: utils/Device.js (Line 468)

Timer#timeCap

timeCap : number If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations. Source code: time/Timer.js (Line 84)

Cache#reloadSoundComplete()

reloadSoundComplete(key) Fires the onSoundUnlock event when the sound has completed reloading. Parameters Name Type Description key string The key of the asset within the cache. Source code: loader/Cache.js (Line 691)

Point#invert()

invert() → {Phaser.Point} Inverts the x and y values of this Point Returns Phaser.Point - This Point object. Source code: geom/Point.js (Line 56)

Physics.Arcade.Body#deltaX()

deltaX() → {number} Returns the delta x value. The difference between Body.x now and in the previous step. Returns number - The delta value. Positive if the motion was to the right, negative if to the left. Source code: physics/arcade/Body.js (Line 1269)

Physics.Arcade.Body#stopMovement()

stopMovement(stopVelocity) If this Body is moving as a result of a call to moveTo or moveFrom (i.e. ithas Body.isMoving true), then calling this method will stop the movement beforeeither the duration or distance counters expire. The onMoveComplete signal is dispatched. Parameters Name Type Argument Description stopVelocity boolean <optional> Should the Body.velocity be set to zero? Source code: physics/arcade/Body.js (Line 681)