Timer#events

events : Array.<Phaser.TimerEvent> An array holding all of this timers Phaser.TimerEvent objects. Use the methods add, repeat and loop to populate it. Type Array.<Phaser.TimerEvent> Source code: time/Timer.js (Line 63)

Physics.Ninja.Body#gravityScale

gravityScale : number How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc. Default Value 1 Source code: physics/ninja/Body.js (Line 89)

TileSprite#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Device#cocoonJSApp

cocoonJSApp : boolean Is this game running with CocoonJS.App? Source code: utils/Device.js (Line 76)

Device#canvasBitBltShift

canvasBitBltShift : boolean True if canvas supports a 'copy' bitblt onto itself when the source and destination regions overlap. Source code: utils/Device.js (Line 162)

global#WEBGL_FILTER

<constant> WEBGL_FILTER : integer Game Object type. Source code: Phaser.js (Line 199)

Physics.P2.BodyDebug#callAllExists()

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not exist). After the existsValue parameter you can add as many parameters as you like, which will all be passed to the child callback. Parameters Name Type Argument Description callback string Name of the function on the children to call. existsValue boolean Only children with exists=existsValue will be called. parameter any <repeatable> Additio

FlexLayer#replace()

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Description oldChild any The child in this group that will be replaced. newChild any

World#getFirstExists()

getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject} Get the first display object that exists, or doesn't exist. You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the childwill be reset

Video#width

width : number The width of the video in pixels. Source code: gameobjects/Video.js (Line 58)