Game#disableStep()

disableStep() Disables core game loop stepping. Source code: core/Game.js (Line 976)

Stage#exists

exists : boolean If exists is true the Stage and all children are updated, otherwise it is skipped. Default Value true Source code: core/Stage.js (Line 46)

FlexGrid#refresh()

refresh() Updates all internal vars such as the bounds and scale values. Source code: core/FlexGrid.js (Line 256)

Physics.P2.FixtureList#setCategory()

setCategory(bit, fixtureKey) Parameters Name Type Description bit number The bit to set as the collision group. fixtureKey string Only apply to the fixture with the given key. Source code: physics/p2/FixtureList.js (Line 63)

ArraySet#ArraySet

new ArraySet(list) ArraySet is a Set data structure (items must be unique within the set) that also maintains order.This allows specific items to be easily added or removed from the Set. Item equality (and uniqueness) is determined by the behavior of Array.indexOf. This used primarily by the Input subsystem. Parameters Name Type Argument Default Description list Array.<any> <optional> (new array) The backing array: if specified the items in the list must be unique, per Array

global#ANGLE_UP

<constant> ANGLE_UP : integer The Angle (in degrees) a Game Object needs to be set to in order to face up. Source code: Phaser.js (Line 332)

SoundManager#usingWebAudio

[readonly] usingWebAudio : boolean True the SoundManager and device are both using Web Audio. Source code: sound/SoundManager.js (Line 66)

global#TILESPRITE

<constant> TILESPRITE : integer Game Object type. Source code: Phaser.js (Line 129)

Frame#clone()

clone() → {Phaser.Frame} Clones this Frame into a new Phaser.Frame object and returns it.Note that all properties are cloned, including the name, index and UUID. Returns Phaser.Frame - An exact copy of this Frame object. Source code: animation/Frame.js (Line 183)

Mouse.WHEEL_DOWN

[static] WHEEL_DOWN : number Source code: input/Mouse.js (Line 208)