SinglePad#disconnect()

disconnect() Gamepad disconnect function, should be called by Phaser.Gamepad. Source code: input/SinglePad.js (Line 260)

Image#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)

DeviceButton#game

game : Phaser.Game A reference to the currently running game. Source code: input/DeviceButton.js (Line 41)

RoundedRectangle#contains()

contains(x, y) → {boolean} Determines whether the specified coordinates are contained within the region defined by this Rounded Rectangle object. Parameters Name Type Description x number The x coordinate of the point to test. y number The y coordinate of the point to test. Returns boolean - A value of true if the RoundedRectangle Rectangle object contains the specified point; otherwise false. Source code: geom/RoundedRectangle.js (Line 75)

InputHandler#dragStopBlocksInputUp

dragStopBlocksInputUp : boolean If enabled, when the Sprite stops being dragged, it will only dispatch the onDragStop event, and not the onInputUp event. If set to false it will dispatch both events. Source code: input/InputHandler.js (Line 187)

Particles.Arcade.Emitter#minParticleAlpha

minParticleAlpha : number The minimum possible alpha value of a particle. Default Value 1 Source code: particles/arcade/Emitter.js (Line 98)

Input#addPointer()

addPointer() → {Phaser.Pointer | null} Add a new Pointer object to the Input Manager.By default Input creates 3 pointer objects: mousePointer (not include in part of general pointer pool), pointer1 and pointer2.This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10). Returns Phaser.Pointer | null - The new Pointer object that was created; null if a new pointer could not be added. Source code: input/Input.js (Line 549)

Rope#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

Particles.Arcade.Emitter#set()

set(child, key, value, checkAlive, checkVisible, operation, force) → {boolean} Quickly set a property on a single child of this group to a new value. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Name Type Argument Default Description child Phaser.Sprite The child to set the property on. key string The property, as a string, to be set. For example: 'body.velocity.x' value any

SpriteBatch#onDestroy

onDestroy : Phaser.Signal This signal is dispatched when the group is destroyed. Inherited From Phaser.Group#onDestroy Source code: core/Group.js (Line 249)