FlexLayer#exists

exists : boolean If exists is true the group is updated, otherwise it is skipped. Inherited From Phaser.Group#exists Default Value true Source code: core/Group.js (Line 100)

Touch#touchEnterCallback

touchEnterCallback : Function A callback that can be fired on a touchEnter event. Source code: input/Touch.js (Line 62)

Physics.Arcade.Body#checkCollision

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.For example checkCollision.up = false means it won't collide when the collision happened while moving up.If you need to disable a Body entirely, use body.enable = false, this will also disable motion.If you need to disable just collision and/or overlap checks, but retain motion, set checkCollision.none = true. An object containing allowed collision. Source code: physics/

Filter#setResolution()

setResolution(width, height) Set the resolution uniforms on the filter. Parameters Name Type Description width number The width of the display. height number The height of the display. Source code: core/Filter.js (Line 112)

Sprite#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Physics.P2#createRotationalSpring()

createRotationalSpring(bodyA, bodyB, restAngle, stiffness, damping) → {Phaser.Physics.P2.RotationalSpring} Creates a rotational spring, connecting two bodies. A spring can have a resting length, a stiffness and damping. Parameters Name Type Argument Default Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. restAngle number <optional> The relative angle o

Physics.P2.BodyDebug#remove()

remove(child, destroy, silent) → {boolean} Removes the given child from this group. This will dispatch an onRemovedFromGroup event from the child (if it has one), and optionally destroy the child. If the group cursor was referring to the removed child it is updated to refer to the next child. Parameters Name Type Argument Default Description child any The child to remove. destroy boolean <optional> false If true destroy will be invoked on the removed child. silent boolean

ArraySet#setAll()

setAll(key, value) Sets the property key to the given value on all members of this list. Parameters Name Type Description key any The property of the item to set. value any The value to set the property to. Source code: utils/ArraySet.js (Line 138)

Physics.P2.Body#createGroupCallback()

createGroupCallback(group, callback, callbackContext) Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values.The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body.This callback will only fire if this Body has been assigned a collision group.Note that the impact event happens after collision resolution, so it cannot be used to pr

TweenManager#TweenManager

new TweenManager(game) Phaser.Game has a single instance of the TweenManager through which all Tween objects are created and updated.Tweens are hooked into the game clock and pause system, adjusting based on the game state. TweenManager is based heavily on tween.js by http://soledadpenades.com.The difference being that tweens belong to a games instance of TweenManager, rather than to a global TWEEN object.It also has callbacks swapped for Signals and a few issues patched with regard to proper