Group#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Default Value true Source code: core/Group.js (Line 93)

Animation#delay

delay : number The delay in ms between each frame of the Animation, based on the given frameRate. Source code: animation/Animation.js (Line 58)

Game#onResume

onResume : Phaser.Signal This event is fired when the game resumes from a paused state. Source code: core/Game.js (Line 306)

Rope#segments

segments The segments that make up the rope body as an array of Phaser.Rectangles Properties: Name Type Description updateAnimation Array.<Phaser.Rectangles> Returns an array of Phaser.Rectangles that represent the segments of the given rope Source code: gameobjects/Rope.js (Line 175)

Physics.P2.BodyDebug#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

Device#fullscreen

fullscreen : boolean Does the browser support the Full Screen API? Source code: utils/Device.js (Line 506)

Frame#trimmed

trimmed : boolean Was it trimmed when packed? Source code: animation/Frame.js (Line 82)

Component.PhysicsBody#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Source code: gameobjects/components/PhysicsBody.js (Line 124)

Physics.P2#paused

paused : boolean The paused state of the P2 World. Source code: physics/p2/World.js (Line 72)

TileSprite#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)