global#TILEMAP

<constant> TILEMAP : integer Game Object type. Source code: Phaser.js (Line 157)

Physics.Ninja.Circle#system

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

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.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#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

global#stopImmediatePropagation()

stopImmediatePropagation() Stops the propagation of events to sibling listeners (no longer calls any listeners). Source code: plugins/path/EventTarget.js (Line 277)

Text#setStyle()

setStyle(style, update) → {Phaser.Text} Set the style of the text by passing a single style object to it. Parameters Name Type Argument Default Description style object <optional> The style properties to be set on the Text. Properties Name Type Argument Default Description font string <optional> 'bold 20pt Arial' The style and size of the font. fontStyle string <optional> (from font) The style of the font (eg. 'italic'): overrides the value in style.font. fo

Particles.Arcade.Emitter#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

TweenData#parent

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

ScaleManager#scaleFactor

[readonly] scaleFactor : Phaser.Point The current scale factor based on the game dimensions vs. the scaled dimensions. Source code: core/ScaleManager.js (Line 318)