Physics.Arcade#gravity

gravity : Phaser.Point The World gravity setting. Defaults to x: 0, y: 0, or no gravity. Source code: physics/arcade/World.js (Line 24)

Physics.Arcade.Body#overlapR

overlapR : number If Body.isCircle is true, and this body collides with another circular body, the amount of overlap is stored here. The amount of overlap during the collision. Source code: physics/arcade/Body.js (Line 349)

global#NONE

<constant> NONE : integer Direction constant. Source code: Phaser.js (Line 59)

Graphics#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)

Component.FixedToCamera.postUpdate()

<static> postUpdate() The FixedToCamera component postUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/FixedToCamera.js (Line 21)

Physics.P2.GearConstraint#game

game : Phaser.Game Local reference to game. Source code: physics/p2/GearConstraint.js (Line 26)

Filter#update()

update(pointer) Updates the filter. Parameters Name Type Argument Description pointer Phaser.Pointer <optional> A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform. Source code: core/Filter.js (Line 125)

WebGLRenderer#blendModeManager

blendModeManager : PIXI.WebGLBlendModeManager Manages the blendModes Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 167)

WebGLRenderer#mapBlendModes()

mapBlendModes() Maps Pixi blend modes to WebGL blend modes. Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 430)

Cache.TEXT

[static] TEXT : number Source code: loader/Cache.js (Line 148)