SpriteBatch#inputEnableChildren

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled = trueon any children added to, or created by, this Group. If there are children already in the Group at the time you set this property, they are not changed. Inherited From Phaser.Group#inputEnableChildren Source code: core/Group.js (Line 149)

FlexLayer#destroy()

destroy(destroyChildren, soft) Destroys this group. Removes all children, then removes this group from its parent and nulls references. Parameters Name Type Argument Default Description destroyChildren boolean <optional> true If true destroy will be invoked on each removed child. soft boolean <optional> false A 'soft destroy' (set to true) doesn't remove this group from its parent or null the game reference. Set to false and it does. Inherited From Phaser.Group#destr

TweenData#interpolationContext

interpolationContext : Object The interpolation function context used for the Tween. Default Value Phaser.Math Source code: tween/TweenData.js (Line 141)

Particle#tint

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. Inherited From PIXI.Sprite#tint Default Value 0xFFFFFF Source code: pixi/display/Sprite.js (Line 54)

Physics#box2d

box2d :Phaser.Physics.Box2D The Box2D Physics system. Source code: physics/Physics.js (Line 53)

Physics.P2.BodyDebug#checkAll()

checkAll(key, value, checkAlive, checkVisible, force) Quickly check that the same property across all children of this group is equal to the given value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be checked on the group but not its children. Parameters Name Type Argument Default Description key string The property, as a string, to be set. For example: 'body.velocity.x' value any The value that will be checked. checkAli

Sprite#checkWorldBounds

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame. When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event. If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event. It also optionally kills the Game Object if outOfBoundsKill is true. When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every fram

Color.getColor()

<static> getColor(r, g, b) → {number} Given 3 color values this will return an integer representation of it. Parameters Name Type Description r number The red color component, in the range 0 - 255. g number The green color component, in the range 0 - 255. b number The blue color component, in the range 0 - 255. Returns number - A native color value integer (format: 0xRRGGBB). Source code: utils/Color.js (Line 500)

Physics.P2#sleepMode

sleepMode : number How to deactivate bodies during simulation. Possible modes are: World.NO_SLEEPING, World.BODY_SLEEPING and World.ISLAND_SLEEPING.If sleeping is enabled, you might need to wake up the bodies if they fall asleep when they shouldn't. If you want to enable sleeping in the world, but want to disable it for a particular body, see Body.allowSleep. Source code: physics/p2/World.js (Line 2014)

Sprite#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)