Physics.P2.Body#addToWorld()

addToWorld() Adds this physics body to the world. Source code: physics/p2/Body.js (Line 904)

InputHandler#snapOffsetY

snapOffsetY : number This defines the top-left Y coordinate of the snap grid.. Source code: input/InputHandler.js (Line 123)

State#preRender()

preRender() The preRender method is called after all Game Objects have been updated, but before any rendering takes place. Source code: core/State.js (Line 171)

Physics.Ninja.Circle#projCircle_Half()

projCircle_Half(x, y, oH, oV, obj, t) → {number} Resolves Half tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. oH number Grid / voronoi region. oV number Grid / voronoi region. obj Phaser.Physics.Ninja.Circle The Circle involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/Circle.

Sound#isPlaying

isPlaying : boolean true if the sound is currently playing, otherwise false. Source code: sound/Sound.js (Line 115)

CanvasRenderer#view

view :HTMLCanvasElement The canvas element that everything is drawn to. Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 87)

Input#holdRate

holdRate : number The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event. Default Value 2000 Source code: input/Input.js (Line 120)

Time#events

events : Phaser.Timer A Phaser.Timer object bound to the master clock (this Time object) which events can be added to. Source code: time/Time.js (Line 245)

Physics.Ninja.Circle#circleTileProjections

circleTileProjections : Object All of the collision response handlers. Source code: physics/ninja/Circle.js (Line 90)

TileSprite#tileScaleOffset

tileScaleOffset :Point A point that represents the scale of the texture object Inherited From PIXI.TilingSprite#tileScaleOffset Source code: pixi/extras/TilingSprite.js (Line 43)