Particles.Arcade.Emitter#maxParticleSpeed

maxParticleSpeed : Phaser.Point The maximum possible velocity of a particle. Source code: particles/arcade/Emitter.js (Line 63)

Device#quirksMode

quirksMode : boolean Is the browser running in strict mode (false) or quirks mode? (true) Source code: utils/Device.js (Line 228)

SpriteBatch#onChildInputOver

onChildInputOver : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOver signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputOver Source code: core/Group.js (Line 186)

RetroFont.TEXT_SET8

[static] TEXT_SET8 : string Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ Source code: gameobjects/RetroFont.js (Line 252)

TilingSprite#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

State#loadRender()

loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.The difference between loadRender and render is that any objects you render in this method you must be sure their assets exist. Source code: core/State.js (Line 143)

Frame#index

index : number The index of this Frame within the FrameData set it is being added to. Source code: animation/Frame.js (Line 24)

SoundManager#game

game : Phaser.Game Local reference to game. Source code: sound/SoundManager.js (Line 31)

Time#slowMotion

slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 = half speed Default Value 1 Source code: time/Time.js (Line 158)

Rope#revive()

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. A resurrected Game Object has its alive, exists and visible properties all set to true. It will dispatch the onRevived event. Listen to events.onRevived for the signal. Parameters Name Type Argument Default Description health number <optional> 100 The health to give the Game Object. Only set if the GameObject has the Health component. Returns PI