FlexLayer#cursorIndex

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group.next. Inherited From Phaser.Group#cursorIndex Source code: core/Group.js (Line 255)

Graphics#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Physics.Arcade.Body#embedded

embedded : boolean If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true. Body embed value. Source code: physics/arcade/Body.js (Line 355)

Physics.Ninja.Circle#projCircle_45Deg()

projCircle_45Deg(x, y, oH, oV, obj, t) → {number} Resolves 45 Degree tile collision. Parameters Name Type Description x number Penetration depth on the x axis. y number Penetration depth on the y axis. oH number Grid / voronoi region. oV number Grid / voronoi region. obj Phaser.Physics.Ninja.Circle The Circle involved in the collision. t Phaser.Physics.Ninja.Tile The Tile involved in the collision. Returns number - The result of the collision. Source code: physics/ninja/C

Create#palettes

palettes :array A range of 16 color palettes for use with sprite generation. Source code: core/Create.js (Line 43)

RetroFont#getCanvas()

getCanvas() → {HTMLCanvasElement} Creates a Canvas element, renders this RenderTexture to it and then returns it. Returns HTMLCanvasElement - A Canvas element with the texture rendered on. Inherited From PIXI.RenderTexture#getCanvas Source code: pixi/textures/RenderTexture.js (Line 320)

Game#transparent

transparent : boolean Use a transparent canvas background or not. Source code: core/Game.js (Line 96)

Input#onHold

onHold : Phaser.Signal A Signal that is dispatched each time a pointer is held down. Source code: input/Input.js (Line 306)

Video#onComplete

onComplete : Phaser.Signal This signal is dispatched when the Video completes playback, i.e. enters an 'ended' state. On iOS specifically it also fires if the user hits the 'Done' button at any point during playback. Videos set to loop will never dispatch this signal. Source code: gameobjects/Video.js (Line 96)

Input#totalInactivePointers

[readonly] totalInactivePointers : number The total number of inactive Pointers. Source code: input/Input.js (Line 1079)