CanvasRenderer#width

width : number The width of the canvas view Default Value 800 Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 69)

SpriteBatch#create()

create(x, y, key, frame, exists, index) → {DisplayObject} Creates a new Phaser.Sprite object and adds it to the top of this group. Use classType to change the type of object created. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created o

Physics.Ninja#maxLevels

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels. Source code: physics/ninja/World.js (Line 59)

Device#cocoonJS

cocoonJS : boolean Is the game running under CocoonJS? Source code: utils/Device.js (Line 70)

Device#webGL

webGL : boolean Is webGL available? Source code: utils/Device.js (Line 168)

Particles.Arcade.Emitter#emitY

emitY : number The point the particles are emitted from.Emitter.x and Emitter.y control the containers location, which updates all current particlesEmitter.emitX and Emitter.emitY control the emission location relative to the x/y position. Source code: particles/arcade/Emitter.js (Line 183)

Tilemap#width

width : number The width of the map (in tiles). Source code: tilemap/Tilemap.js (Line 50)

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)