StateManager#onPausedCallback

onPausedCallback : Function This is called when the game is paused. Source code: core/StateManager.js (Line 142)

Physics.Arcade.Body#x

x : number The x position. Source code: physics/arcade/Body.js (Line 1385)

Rope#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Physics.Arcade.LEFT_RIGHT

[static] LEFT_RIGHT : number A constant used for the sortDirection value.Use this if your game world is wide but short and scrolls from the left to the right (i.e. Mario) Source code: physics/arcade/World.js (Line 106)

Input#y

y : number The Y coordinate of the most recently active pointer.This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values. Source code: input/Input.js (Line 1047)

Game#net

net : Phaser.Net Reference to the network class. Source code: core/Game.js (Line 186)

State#particles

particles : Phaser.Particles The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created. Source code: core/State.js (Line 99)

Rectangle#perimeter

[readonly] perimeter : number The perimeter size of the Rectangle. This is the sum of all 4 sides. Source code: geom/Rectangle.js (Line 597)

Physics.Arcade#setBounds()

setBounds(x, y, width, height) Updates the size of this physics world. Parameters Name Type Description x number Top left most corner of the world. y number Top left most corner of the world. width number New width of the world. Can never be smaller than the Game.width. height number New height of the world. Can never be smaller than the Game.height. Source code: physics/arcade/World.js (Line 134)

BitmapText#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)