FlexLayer#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)

Physics.P2.FixtureList#setCategory()

setCategory(bit, fixtureKey) Parameters Name Type Description bit number The bit to set as the collision group. fixtureKey string Only apply to the fixture with the given key. Source code: physics/p2/FixtureList.js (Line 63)

SinglePad#connected

[readonly] connected : boolean Whether or not this particular gamepad is connected or not. Source code: input/SinglePad.js (Line 33)

Group#centerY

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Source code: core/Group.js (Line 2733)

Input#onUp

onUp : Phaser.Signal A Signal that is dispatched each time a pointer is released. Source code: input/Input.js (Line 294)

Texture#baseTexture

baseTexture : PIXI.BaseTexture The base texture that this texture uses. Source code: pixi/textures/Texture.js (Line 47)

Physics.P2.FixtureList#flatten()

flatten(array) A helper to flatten arrays. This is very useful as the fixtures are nested from time to time due to the way P2 creates and splits polygons. Parameters Name Type Description array array The array to flatten. Notice: This will happen recursive not shallow. Source code: physics/p2/FixtureList.js (Line 212)

FlexGrid#refresh()

refresh() Updates all internal vars such as the bounds and scale values. Source code: core/FlexGrid.js (Line 256)

Stage#exists

exists : boolean If exists is true the Stage and all children are updated, otherwise it is skipped. Default Value true Source code: core/Stage.js (Line 46)

Game#disableStep()

disableStep() Disables core game loop stepping. Source code: core/Game.js (Line 976)