State#load

load : Phaser.Loader A reference to the Loader, which you mostly use in the preload method of your state to load external assets. Source code: core/State.js (Line 54)

SignalBinding#isOnce()

isOnce() → {boolean} Returns boolean - If SignalBinding will only be executed once. Source code: core/SignalBinding.js (Line 154)

StateManager#states

states : Object The object containing Phaser.States. Source code: core/StateManager.js (Line 27)

Physics#startSystem()

startSystem(system) This will create an instance of the requested physics simulation.Phaser.Physics.Arcade is running by default, but all others need activating directly. You can start the following physics systems: Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io) Both Ninja Physics and Box2D require their respective plugins to

global#SPRITEBATCH

<constant> SPRITEBATCH : integer Game Object type. Source code: Phaser.js (Line 213)

TweenData#game

game : Phaser.Game A reference to the currently running Game. Source code: tween/TweenData.js (Line 26)

Rope#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

SoundManager#context

context :AudioContext The AudioContext being used for playback. Source code: sound/SoundManager.js (Line 60)

TilemapLayer#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Sprite#tintedTexture

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this) Default Value null Source code: pixi/display/Sprite.js (Line 73)