Physics.P2.BodyDebug#create()

create(x, y, key, frame, exists, index) → {DisplayObject} Creates a new Phaser.Sprite object and adds it to the top of this group. Use classType to change the type of object created. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If Group.enableBody is set, then a physics body will be created o

Stage#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

GameObjectFactory#button()

button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) → {Phaser.Button} Creates a new Button object. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate of the Button. The coordinate is relative to any parent container this button may be in. y number <optional> 0 The y coordinate of the Button. The coordinate is relative to any parent container this button may be in. key string <optional&g

State#cache

cache : Phaser.Cache A reference to the game cache which contains any loaded or generated assets, such as images, sound and more. Source code: core/State.js (Line 44)

Physics.Arcade.Body#gravity

gravity : Phaser.Point A local gravity applied to this Body. If non-zero this over rides any world gravity, unless Body.allowGravity is set to false. Source code: physics/arcade/Body.js (Line 176)

Physics.Arcade.Body#wasTouching

wasTouching : Object This object is populated with previous touching values from the bodies previous collision. An object containing previous touching results. Source code: physics/arcade/Body.js (Line 383)

Physics.Arcade.Body#bounce

bounce : Phaser.Point The elasticity of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity. Source code: physics/arcade/Body.js (Line 181)

Physics.Arcade.Body#offset

offset : Phaser.Point The offset of the Physics Body from the Sprite x/y position. Source code: physics/arcade/Body.js (Line 60)

SinglePad#callbackContext

callbackContext : Object The context under which the callbacks are run. Source code: input/SinglePad.js (Line 38)

global#blendModes

<constant> blendModes Various blend modes supported by Pixi. IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. Properties: Name Type Description blendModes.NORMAL Number blendModes.ADD Number blendModes.MULTIPLY Number blendModes.SCREEN Number blendModes.OVERLAY Number blendModes.DARKEN Number blendModes.LIGHTEN Number blendModes.COLOR_DODGE Number blendModes.COLOR_BURN Number blendModes.HARD_LIGHT Number bl