State#resize()

resize() If your game is set to Scalemode RESIZE then each time the browser resizes it will call this function, passing in the new width and height. Source code: core/State.js (Line 189)

Input#totalActivePointers

[readonly] totalActivePointers : integers The total number of active Pointers, not counting the mouse pointer. Source code: input/Input.js (Line 1093)

Particles.Arcade.Emitter#name

name : string A handy string name for this emitter. Can be set to anything. Source code: particles/arcade/Emitter.js (Line 33)

Device#oggVideo

oggVideo : boolean Can this device play ogg video files? Source code: utils/Device.js (Line 424)

Camera#unfollow()

unfollow() Sets the Camera follow target to null, stopping it from following an object if it's doing so. Source code: core/Camera.js (Line 324)

Time#desiredFps

desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates. The desired frame rate of the game. Defaults to 60. Source code: time/Time.js (Line 596)

Physics.Ninja#gravity

gravity : number The World gravity setting. Source code: physics/ninja/World.js (Line 44)

StateManager#restart()

restart(clearWorld, clearCache, parameter) Restarts the current State. State.shutDown will be called (if it exists) before the State is restarted. Parameters Name Type Argument Default Description clearWorld boolean <optional> true Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly) clearCache boolean <optional> false Clear the Game.Cache? This purg

Rope#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Rope.js (Line 93)

Physics.Arcade.Body#halfHeight

[readonly] halfHeight : number The calculated height / 2 of the physics body. Source code: physics/arcade/Body.js (Line 133)