Physics.Ninja#enable()

enable(object, type, id, radius, children) This will create a Ninja Physics body on the given game object or array of game objects.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. Parameters Name Type Argument Default Description object object | array | Phaser.Group The game object to create the physics body on. Can also be an array or Group of objects, a body will be created on every child that has a body propert

Group#onChildInputOut

onChildInputOut : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputOut 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. Source code: core/Group.js (Line 198)

Camera#lerp

lerp : Phaser.Point The linear interpolation value to use when following a target.The default values of 1 means the camera will instantly snap to the target coordinates.A lower value, such as 0.1 means the camera will more slowly track the target, givinga smooth transition. You can set the horizontal and vertical values independently, and alsoadjust this value in real-time during your game. Source code: core/Camera.js (Line 109)

Physics.P2#walls

walls : Object An object containing the 4 wall bodies that bound the physics world. Source code: physics/p2/World.js (Line 88)

Tilemap#getTileLeft()

getTileLeft(layer, x, y) Gets the tile to the left of the tile coordinates given.Mostly used as an internal function by calculateFaces. Parameters Name Type Description layer number The local layer index to get the tile from. Can be determined by Tilemap.getLayer(). x number The x coordinate to get the tile from. In tiles, not pixels. y number The y coordinate to get the tile from. In tiles, not pixels. Source code: tilemap/Tilemap.js (Line 1183)

Plugin#hasPostUpdate

hasPostUpdate : boolean A flag to indicate if this plugin has a postUpdate method. Source code: core/Plugin.js (Line 57)

Timer#ms

[readonly] ms : number The duration in milliseconds that this Timer has been running for. Source code: time/Timer.js (Line 712)

SoundManager#onMute

onMute : Phaser.Signal This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing. Source code: sound/SoundManager.js (Line 48)

Physics#setBoundsToWorld()

setBoundsToWorld(left, right, top, bottom, setCollisionGroup) Sets the bounds of the Physics world to match the Game.World dimensions.You can optionally set which 'walls' to create: left, right, top or bottom. Parameters Name Type Argument Default Description left boolean <optional> true If true will create the left bounds wall. right boolean <optional> true If true will create the right bounds wall. top boolean <optional> true If true will create the top bou

Physics.P2.BodyDebug#forEachAlive()

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to the c