Stage#checkVisibility()

checkVisibility() Starts a page visibility event listener running, or window.onpagehide/onpageshow if not supported by the browser.Also listens for window.onblur and window.onfocus. Source code: core/Stage.js (Line 221)

Image#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)

Text#setHealth

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value. Inherited From Phaser.Component.Health#setHealth Source code: gameobjects/components/Health.js (Line 70)

Image#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Device#nodeWebkit

nodeWebkit : boolean Is the game running under Node-Webkit? Source code: utils/Device.js (Line 94)

RandomDataGenerator#between()

between(min, max) → {number} Returns a random integer between and including min and max.This method is an alias for RandomDataGenerator.integerInRange. Parameters Name Type Description min number The minimum value in the range. max number The maximum value in the range. Returns number - A random number between min and max. Source code: math/RandomDataGenerator.js (Line 198)

Physics.Arcade.Body#tilePadding

tilePadding : Phaser.Point If this is an especially small or fast moving object then it can sometimes skip over tilemap collisions if it moves through a tile in a step.Set this padding value to add extra padding to its bounds. tilePadding.x applied to its width, y to its height. Extra padding to be added to this sprite's dimensions when checking for tile collision. Source code: physics/arcade/Body.js (Line 397)

Physics.Arcade#moveToPointer()

moveToPointer(displayObject, speed, pointer, maxTime) → {number} Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.Note: The display object does not continuously track the target.

Physics.P2#removeBodyNextStep()

removeBodyNextStep(body) This will add a P2 Physics body into the removal list for the next step. Parameters Name Type Description body Phaser.Physics.P2.Body The body to remove at the start of the next step. Source code: physics/p2/World.js (Line 283)

SpriteBatch#top

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#top Source code: core/Group.js (Line 2817)