Matrix#type

[readonly] type : number The const type of this object. Source code: geom/Matrix.js (Line 75)

Signal#dispose()

dispose() Dispose the signal - no more events can be dispatched. This removes all event listeners and clears references to external objects.Calling methods on a disposed objects results in undefined behavior. Source code: core/Signal.js (Line 451)

CanvasRenderer#clearBeforeRender

clearBeforeRender : boolean This sets if the CanvasRenderer will clear the canvas or not before the new render pass.If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set. Source code: pixi/renderers/canvas/C

Physics.Arcade#setBounds()

setBounds(x, y, width, height) Updates the size of this physics world. Parameters Name Type Description x number Top left most corner of the world. y number Top left most corner of the world. width number New width of the world. Can never be smaller than the Game.width. height number New height of the world. Can never be smaller than the Game.height. Source code: physics/arcade/World.js (Line 134)

Rectangle#perimeter

[readonly] perimeter : number The perimeter size of the Rectangle. This is the sum of all 4 sides. Source code: geom/Rectangle.js (Line 597)

State#particles

particles : Phaser.Particles The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created. Source code: core/State.js (Line 99)

Game#net

net : Phaser.Net Reference to the network class. Source code: core/Game.js (Line 186)

Input#y

y : number The Y coordinate of the most recently active pointer.This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values. Source code: input/Input.js (Line 1047)

Timer#timeCap

timeCap : number If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations. Source code: time/Timer.js (Line 84)

Device#iPhone4

iPhone4 : boolean Is running on iPhone4? Source code: utils/Device.js (Line 468)