Tilemap#width

width : number The width of the map (in tiles). Source code: tilemap/Tilemap.js (Line 50)

Game#disableStep()

disableStep() Disables core game loop stepping. Source code: core/Game.js (Line 976)

Stage#exists

exists : boolean If exists is true the Stage and all children are updated, otherwise it is skipped. Default Value true Source code: core/Stage.js (Line 46)

FlexGrid#refresh()

refresh() Updates all internal vars such as the bounds and scale values. Source code: core/FlexGrid.js (Line 256)

FlexLayer#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)

WebGLRenderer#WebGLRenderer

new WebGLRenderer(game) The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderershould be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.So no need for Sprite Batches or Sprite Clouds.Don't forget to add the view to your DOM or you will not see anything :) Parameters Name Type Description game PhaserGame A reference to the Phaser Game instance Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 8)

Video#retryLimit

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout happens once every Video.retryInterval ms. It will carry on monitoring the videostate in this manner until the retryLimit is reached and then abort. Default Value 20 Source code: gameobjects/Video.js (Line 149)

Physics.P2#onBeginContact

onBeginContact : Phaser.Signal This Signal is dispatched when a first contact is created between two bodies. This happens before the step has been done. It sends 5 arguments: bodyA, bodyB, shapeA, shapeB and contactEquations. It is possible that in certain situations the bodyA or bodyB values are null. You should check for thisin your own code to avoid processing potentially null physics bodies. Source code: physics/p2/World.js (Line 182)

Events#onDragUpdate

onDragUpdate : Phaser.Signal This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.It is sent when a Phaser.Pointer is actively dragging the Game Object.Be warned: This is a high volume Signal. Be careful what you bind to it.It is sent six arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event.{number} The new x coordinate of the Game Object.{number} The new y coordinate of the Game Obje

InputHandler#pointerTimeDown()

pointerTimeDown(pointerId) → {number} A timestamp representing when the Pointer first touched the touchscreen. Parameters Name Type Argument Default Description pointerId integer <optional> (check all) Returns number - Source code: input/InputHandler.js (Line 571)