Physics.Ninja.Body#velocity

velocity : Phaser.Point The velocity in pixels per second sq. of the Body. Source code: physics/ninja/Body.js (Line 100)

SpriteBatch#onChildInputDown

onChildInputDown : Phaser.Signal This Signal is dispatched whenever a child of this Group emits an onInputDown signal as a resultof having been interacted with by a Pointer. You can bind functions to this Signal instead of toevery child Sprite. This Signal is sent 2 arguments: A reference to the Sprite that triggered the signal, anda reference to the Pointer that caused it. Inherited From Phaser.Group#onChildInputDown Source code: core/Group.js (Line 161)

InputHandler#isPixelPerfect()

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns boolean - True if the this InputHandler has either pixelPerfectClick or pixelPerfectOver set to true. Source code: input/InputHandler.js (Line 495)

Keyboard#addKey()

addKey(keycode) → {Phaser.Key} If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.The Key object can then be polled, have events attached to it, etc. Parameters Name Type Description keycode integer The keycode of the key. Returns Phaser.Key - The Key object which you can store locally and reference directly. Source code: input/Keyboard.js (Line 144)

Game#isRunning

[readonly] isRunning : boolean Is game running or paused? Source code: core/Game.js (Line 145)

Pointer#x

x : number The horizontal coordinate of the Pointer. This value is automatically scaled based on the game scale. Source code: input/Pointer.js (Line 236)

FlexLayer#getClosestTo()

getClosestTo(object, callback, callbackContext) → {any} Get the closest child to given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child, it will be sent to cal

Camera#deadzone

deadzone : Phaser.Rectangle Moving inside this Rectangle will not cause the camera to move. Source code: core/Camera.js (Line 59)

Physics.P2.BodyDebug#getLocalBounds()

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration. Returns Rectangle - The rectangular bounding area Inherited From PIXI.DisplayObjectContainer#getLocalBounds Source code: pixi/display/DisplayObjectContainer.js (Line 437)

Particles.Arcade.Emitter#moveDown()

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at the bottom. Parameters Name Type Description child any The child to move down in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveDown Source code: core/Group.js (Line 969)