Pointer#forwardButton

forwardButton : Phaser.DeviceButton If this Pointer is a Mouse or Pen / Stylus then you can access its X2 (forward) button directly through this property. The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grainedbutton control. Please see the DeviceButton docs for details on browser button limitations. Source code: input/Pointer.js (Line 133)

Utils.Debug#canvas

canvas :HTMLCanvasElement The canvas to which Debug calls draws. Source code: utils/Debug.js (Line 43)

Physics.P2#onSpringRemoved

onSpringRemoved : Phaser.Signal This signal is dispatched when a Spring is removed from the World. It sends 1 argument: spring which is either a Phaser.Physics.P2.Spring, p2.LinearSpring or p2.RotationalSpring that was removed from the world. Source code: physics/p2/World.js (Line 124)

ScaleManager#hasPhaserSetFullScreen

hasPhaserSetFullScreen : boolean This boolean provides you with a way to determine if the browser is in Full Screenmode (via the Full Screen API), and Phaser was the one responsible for activating it. It's possible that ScaleManager.isFullScreen returns true even if Phaser wasn't theone that made the browser go full-screen, so this flag lets you determine that. Source code: core/ScaleManager.js (Line 233)

InputHandler#snapPoint

snapPoint : Phaser.Point If the sprite is set to snap while dragging this holds the point of the most recent 'snap' event. Source code: input/InputHandler.js (Line 212)

Group#forEach()

forEach(callback, callbackContext, checkExists, args) Call a function on each child in this group. Additional arguments for the callback can be specified after the checkExists parameter. For example, Group.forEach(awardBonusGold, this, true, 100, 500) would invoke awardBonusGold function with the parameters (child, 100, 500). Note: This check will skip any children which are Groups themselves. Parameters Name Type Argument Default Description callback function The function that will be

Signal#remove()

remove(listener, context) → {function} Remove a single event listener. Parameters Name Type Argument Default Description listener function Handler function that should be removed. context object <optional> null Execution context (since you can add the same handler multiple times if executing in a different context). Returns function - Listener handler function. Source code: core/Signal.js (Line 305)

Signal#add()

add(listener, listenerContext, priority, args) → {Phaser.SignalBinding} Add an event listener for this signal. An event listener is a callback with a related context and priority. You can optionally provide extra arguments which will be passed to the callback after any internal parameters. For example: Phaser.Key.onDown when dispatched will send the Phaser.Key object that caused the signal as the first parameter.Any arguments you've specified after priority will be sent as well: fireButton.on

Events#onKilled

onKilled : Phaser.Signal This signal is dispatched when the Game Object is killed.This happens when Sprite.kill() is called.Please understand the difference between kill and destroy by looking at their respective methods.It is sent one argument:{any} The Game Object that was killed. Source code: gameobjects/components/Events.js (Line 119)

CanvasRenderer#resize()

resize(width, height) Resizes the canvas view to the specified width and height Parameters Name Type Description width Number the new width of the canvas view height Number the new height of the canvas view Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 216)