PluginManager#preUpdate()

preUpdate() Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).It only calls plugins who have active=true. Source code: core/PluginManager.js (Line 178)

Physics.Ninja.Circle#xw

[readonly] xw : number Half the width. Source code: physics/ninja/Circle.js (Line 50)

Sound#currentTime

currentTime : number The current time the sound is at. Source code: sound/Sound.js (Line 73)

Matrix#d

d : number Default Value 1 Source code: geom/Matrix.js (Line 57)

Tile#index

index : number The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank/null tile. Source code: tilemap/Tile.js (Line 29)

Utils.Debug#currentX

currentX : number The current X position the debug information will be rendered at. Source code: utils/Debug.js (Line 75)

Tile#height

height : number The height of the tile in pixels. Source code: tilemap/Tile.js (Line 69)

Video#textureFrame

textureFrame : Phaser.Frame The Frame this video uses for rendering. Source code: gameobjects/Video.js (Line 269)

Particles.Arcade.Emitter#getFirstExists()

getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject} Get the first display object that exists, or doesn't exist. You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the childwill be reset

Sprite#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)