Timer#paused

[readonly] paused : boolean The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing. Source code: time/Timer.js (Line 91)

Button#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

SpriteBatch#customSort()

customSort(sortHandler, context) Sort the children in the group according to custom sort function. The sortHandler is provided the two parameters: the two children involved in the comparison (a and b).It should return -1 if a > b, 1 if a < b or 0 if a === b. Parameters Name Type Argument Description sortHandler function The custom sort function. context object <optional> The context in which the sortHandler is called. Inherited From Phaser.Group#customSort Source code:

SpriteBatch#hasProperty()

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan up to 4 levels deep only. Parameters Name Type Description child any The child to check for the existence of the property on. key Array.<string> An array of strings that make up the property. Returns boolean - True if the child has the property, otherwise false. Inherited From Phaser.Group#hasProperty Source code: core/Group.js (Line 1104)

SpriteBatch#resetCursor()

resetCursor(index) → {any} Sets the group cursor to the first child in the group. If the optional index parameter is given it sets the cursor to the object at that index instead. Parameters Name Type Argument Default Description index integer <optional> 0 Set the cursor to point to a specific index. Returns any - The child the cursor now points to. Inherited From Phaser.Group#resetCursor Source code: core/Group.js (Line 806)

Physics.P2.Body#collides()

collides(group, callback, callbackContext, shape) Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks. Parameters Name Type Argument Description group Phaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes will collide with. callback function <optional> Optional callback that will be triggered when this Body impacts with the given

World#physicsBodyType

physicsBodyType : integer If enableBody is true this is the type of physics body that is created on new Sprites. The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. Inherited From Phaser.Group#physicsBodyType Source code: core/Group.js (Line 225)

Rectangle#top

top : number The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties.However it does affect the height property, whereas changing the y value does not affect the height property. Source code: geom/Rectangle.js (Line 677)

Group#forEachExists()

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to t

Physics.Arcade.Body#left

left : number The x position of the Body. The same as Body.x. Source code: physics/arcade/Body.js (Line 1327)