State#preload()

preload() preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)You shouldn't create any objects in this method that require assets that you're also loading in this method, asthey won't yet be available. Source code: core/State.js (Line 125)

Text#inWorld

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds. Inherited From Phaser.Component.InWorld#inWorld Source code: gameobjects/components/InWorld.js (Line 129)

Sprite#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u

Physics.P2.Body#addPhaserPolygon()

addPhaserPolygon(key, object) → {Array} Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.The shape data format is based on the output of thecustom phaser exporter forPhysicsEditor Parameters Name Type Description key string The key of the Physics Data file as stored in Game.Cache. object string The key of the object within the Physics data file that you wish to load the shape data from. Returns Array - A list of created fi

Sprite#heal

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited From Phaser.Component.Health#heal Source code: gameobjects/components/Health.js (Line 90)

RenderTexture#noFrame

noFrame : boolean Does this Texture have any frame data assigned to it? Inherited From PIXI.Texture#noFrame Source code: pixi/textures/Texture.js (Line 28)

Weapon#autoExpandBulletsGroup

autoExpandBulletsGroup : boolean Should the bullet pool run out of bullets (i.e. they are all in flight) then thisboolean controls if the Group will create a brand new bullet object or not. Source code: plugins/weapon/WeaponPlugin.js (Line 46)

StateManager#onPreRenderCallback

onPreRenderCallback : Function This is called before the state is rendered and before the stage is cleared but after all game objects have had their final properties adjusted. Source code: core/StateManager.js (Line 124)

Physics.P2.Body#world

world : Phaser.Physics.P2 Local reference to the P2 World. Source code: physics/p2/Body.js (Line 38)

Utils.Debug#context

context :CanvasRenderingContext2D The 2d context of the canvas. Source code: utils/Debug.js (Line 48)