Graphics#endFill()

endFill() → {PIXI.Graphics} Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. Returns PIXI.Graphics - Source code: pixi/primitives/Graphics.js (Line 519)

Pointer#pageX

pageX : number The horizontal coordinate of the Pointer relative to whole document. Source code: input/Pointer.js (Line 191)

Graphics#getBounds()

getBounds() → {Rectangle} Retrieves the bounds of the graphic shape as a rectangle object Returns Rectangle - the rectangular bounding area Source code: pixi/primitives/Graphics.js (Line 848)

PointerMode.CURSOR

[static] CURSOR A 'CURSOR' is a pointer with a passive cursor such as a mouse, touchpad, watcom stylus, or even TV-control arrow-pad. It has the property that a cursor is passively moved without activating the input.This currently corresponds with Phaser.Pointer#isMouse property. Source code: input/Pointer.js (Line 1267)

Sprite#exists

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops. Default Value true Source code: pixi/display/Sprite.js (Line 103)

Loader#onLoadComplete

onLoadComplete : Phaser.Signal This event is dispatched when the final file in the load queue has either loaded or failed. Source code: loader/Loader.js (Line 141)

Mouse#mouseUpCallback

mouseUpCallback : Function A callback that can be fired when the mouse is released from a pressed down state. Source code: input/Mouse.js (Line 47)

Sprite#contains()

contains(child) → {Boolean} Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself. Parameters Name Type Description child DisplayObject - Returns Boolean - Inherited From PIXI.DisplayObjectContainer#contains Source code: pixi/display/DisplayObjectContainer.js (Line 449)

Creature#manager

manager :CreatureManager The CreatureManager instance for this object. Source code: gameobjects/Creature.js (Line 74)

Physics.Arcade#collide()

collide(object1, object2, collideCallback, processCallback, callbackContext) → {boolean} Checks for collision between two game objects. You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.Both the first and second parameter can be arrays of objects, of differing types.If two arrays are passed, the contents of the first parameter will be tested against all contents of the 2nd parameter.The objects are also automat