Game#forceSingleUpdate

forceSingleUpdate : boolean Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly. Source code: core/Game.js (Line 380)

Sprite#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

StateManager#game

game : Phaser.Game A reference to the currently running game. Source code: core/StateManager.js (Line 22)

Game#config

config : Object The Phaser.Game configuration object. Source code: core/Game.js (Line 36)

Sprite#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

SpriteBatch#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

Tileset#containsTileIndex()

containsTileIndex() → {boolean} Returns true if and only if this tileset contains the given tile index. Returns boolean - True if this tileset contains the given index. Source code: tilemap/Tileset.js (Line 155)

Physics.Ninja.Body#maxSpeed

maxSpeed : number The maximum speed this body can travel at (taking drag and friction into account) Default Value 8 Source code: physics/ninja/Body.js (Line 144)

SoundManager#unlock()

unlock() → {boolean} Enables the audio, usually after the first touch. Returns boolean - True if the callback should be removed, otherwise false. Source code: sound/SoundManager.js (Line 296)

Sound#currentMarker

currentMarker : string The string ID of the currently playing marker, if any. Source code: sound/Sound.js (Line 121)