Physics.P2.FixtureList#flatten()

flatten(array) A helper to flatten arrays. This is very useful as the fixtures are nested from time to time due to the way P2 creates and splits polygons. Parameters Name Type Description array array The array to flatten. Notice: This will happen recursive not shallow. Source code: physics/p2/FixtureList.js (Line 212)

Group#centerY

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Source code: core/Group.js (Line 2733)

SinglePad#connected

[readonly] connected : boolean Whether or not this particular gamepad is connected or not. Source code: input/SinglePad.js (Line 33)

FlexLayer#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)

WebGLRenderer#WebGLRenderer

new WebGLRenderer(game) The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderershould be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.So no need for Sprite Batches or Sprite Clouds.Don't forget to add the view to your DOM or you will not see anything :) Parameters Name Type Description game PhaserGame A reference to the Phaser Game instance Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 8)

Video#retryLimit

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout happens once every Video.retryInterval ms. It will carry on monitoring the videostate in this manner until the retryLimit is reached and then abort. Default Value 20 Source code: gameobjects/Video.js (Line 149)

Physics.P2#onBeginContact

onBeginContact : Phaser.Signal This Signal is dispatched when a first contact is created between two bodies. This happens before the step has been done. It sends 5 arguments: bodyA, bodyB, shapeA, shapeB and contactEquations. It is possible that in certain situations the bodyA or bodyB values are null. You should check for thisin your own code to avoid processing potentially null physics bodies. Source code: physics/p2/World.js (Line 182)

TilingSprite#height

height : number The height of the tiling sprite Source code: pixi/extras/TilingSprite.js (Line 27)

InputHandler#pointerTimeDown()

pointerTimeDown(pointerId) → {number} A timestamp representing when the Pointer first touched the touchscreen. Parameters Name Type Argument Default Description pointerId integer <optional> (check all) Returns number - Source code: input/InputHandler.js (Line 571)

Mouse.WHEEL_DOWN

[static] WHEEL_DOWN : number Source code: input/Mouse.js (Line 208)