gravity : Phaser.Point The World gravity setting. Defaults to x: 0, y: 0, or no gravity. Source code: physics/arcade/World.js (Line 24)
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)
<constant> NONE : integer Direction constant. Source code: Phaser.js (Line 59)
[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)
<static> postUpdate() The FixedToCamera component postUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/FixedToCamera.js (Line 21)
game : Phaser.Game Local reference to game. Source code: physics/p2/GearConstraint.js (Line 26)
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)
blendModeManager : PIXI.WebGLBlendModeManager Manages the blendModes Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 167)
mapBlendModes() Maps Pixi blend modes to WebGL blend modes. Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 430)
[static] TEXT : number Source code: loader/Cache.js (Line 148)
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