spriteBatch : PIXI.WebGLSpriteBatch Manages the rendering of sprites Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 139)
[static] NINJA : number Source code: physics/Physics.js (Line 85)
update() Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.It only calls plugins who have active=true. Source code: core/PluginManager.js (Line 198)
button : number This property was removed in Phaser 2.4 and should no longer be used.Instead please see the Pointer button properties such as Pointer.leftButton, Pointer.rightButton and so on.Or Pointer.button holds the DOM event button value if you require that. Source code: input/MSPointer.js (Line 67)
width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)
[static] ARCADE : number Source code: physics/Physics.js (Line 73)
<constant> TOP_LEFT : integer A constant representing a top-left alignment or position. Source code: Phaser.js (Line 388)
postUpdate() This is called automatically before the renderer runs and after the plugins have updated.In postUpdate this is where all the final physics calculations and object positioning happens.The objects are processed in the order of the display list. Source code: core/Stage.js (Line 173)
game : Phaser.Game Local reference to game. Source code: physics/ninja/Body.js (Line 39)
world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)
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