Component.Core#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Source code: gameobjects/components/Core.js (Line 328)

Physics.P2#total

[readonly] total : number The total number of bodies in the world. Source code: physics/p2/World.js (Line 2036)

Tile#collides

[readonly] collides : boolean True if this tile can collide on any of its faces. Source code: tilemap/Tile.js (Line 331)

ScaleManager.EXACT_FIT

[static] EXACT_FIT : integer A scale mode that stretches content to fill all available space - see scaleMode. Source code: core/ScaleManager.js (Line 609)

Particles#ID

ID : number - Source code: particles/Particles.js (Line 30)

State#rnd

rnd : Phaser.RandomDataGenerator A reference to the seeded and repeatable random data generator. Source code: core/State.js (Line 109)

State#input

input : Phaser.Input A reference to the Input Manager. Source code: core/State.js (Line 49)

TimerEvent#tick

tick : number The tick is the next game clock time that this event will fire at. Source code: time/TimerEvent.js (Line 45)

Component.Bounds#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Source code: gameobjects/components/Bounds.js (Line 102)

State#pauseUpdate()

pauseUpdate() pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate. Source code: core/State.js (Line 213)