Timer#timeCap

timeCap : number If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations. Source code: time/Timer.js (Line 84)

Device#iPhone4

iPhone4 : boolean Is running on iPhone4? Source code: utils/Device.js (Line 468)

Input#worldY

[readonly] worldY : number The world Y coordinate of the most recently active pointer. Source code: input/Input.js (Line 1121)

Input#pollRate

pollRate : number How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on. Source code: input/Input.js (Line 58)

Group#countLiving()

countLiving() → {integer} Get the number of living children in this group. Returns integer - The number of children flagged as alive. Source code: core/Group.js (Line 2326)

Rectangle.size()

<static> size(a, output) → {Phaser.Point} The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. Parameters Name Type Argument Description a Phaser.Rectangle The Rectangle object. output Phaser.Point <optional> Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. Returns Phaser.Point - The size of the Rectangle object Sourc

Mouse#callbackContext

callbackContext : Object The context under which callbacks are called. Source code: input/Mouse.js (Line 37)

AudioSprite#autoplay

autoplay : boolean Is a sound set to autoplay or not? Source code: sound/AudioSprite.js (Line 48)

Graphics#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Graphics#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau