TweenData#parent

parent : Phaser.Tween The Tween which owns this TweenData. Source code: tween/TweenData.js (Line 21)

SpriteBatch#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Inherited From Phaser.Group#alive Default Value true Source code: core/Group.js (Line 93)

Physics.Ninja.Circle#system

system : Phaser.Physics.Ninja A reference to the physics system. Source code: physics/ninja/Circle.js (Line 29)

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)

Input#totalActivePointers

[readonly] totalActivePointers : integers The total number of active Pointers, not counting the mouse pointer. Source code: input/Input.js (Line 1093)

Time#physicsElapsedMS

physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000. Source code: time/Time.js (Line 119)

Events#onAnimationComplete

onAnimationComplete : Phaser.Signal This signal is dispatched if the Game Object has the AnimationManager component,and an Animation has been stopped (via animation.stop() and the dispatchComplete argument has been set.You can also listen to Animation.onComplete rather than via the Game Objects events.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Animation} The Phaser.Animation that was stopped. Source code: gameobjects/components/Events.js (Line 249)