Particles.Arcade.Emitter#emitY

emitY : number The point the particles are emitted from.Emitter.x and Emitter.y control the containers location, which updates all current particlesEmitter.emitX and Emitter.emitY control the emission location relative to the x/y position. Source code: particles/arcade/Emitter.js (Line 183)

Tilemap#width

width : number The width of the map (in tiles). Source code: tilemap/Tilemap.js (Line 50)

Game#disableStep()

disableStep() Disables core game loop stepping. Source code: core/Game.js (Line 976)

Stage#exists

exists : boolean If exists is true the Stage and all children are updated, otherwise it is skipped. Default Value true Source code: core/Stage.js (Line 46)

FlexLayer#total

[readonly] total : integer Total number of existing children in the group. Inherited From Phaser.Group#total Source code: core/Group.js (Line 2648)

WebGLRenderer#WebGLRenderer

new WebGLRenderer(game) The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderershould be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.So no need for Sprite Batches or Sprite Clouds.Don't forget to add the view to your DOM or you will not see anything :) Parameters Name Type Description game PhaserGame A reference to the Phaser Game instance Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 8)

Events#onDragUpdate

onDragUpdate : Phaser.Signal This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.It is sent when a Phaser.Pointer is actively dragging the Game Object.Be warned: This is a high volume Signal. Be careful what you bind to it.It is sent six arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event.{number} The new x coordinate of the Game Object.{number} The new y coordinate of the Game Obje

InputHandler#pointerTimeDown()

pointerTimeDown(pointerId) → {number} A timestamp representing when the Pointer first touched the touchscreen. Parameters Name Type Argument Default Description pointerId integer <optional> (check all) Returns number - Source code: input/InputHandler.js (Line 571)

Tween#delay()

delay(duration, index) → {Phaser.Tween} Sets the delay in milliseconds before this tween will start. If there are child tweens it sets the delay before the first child starts.The delay is invoked as soon as you call Tween.start. If the tween is already running this method doesn't do anything for the current active tween.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to delay.If you have child tweens and pass -1 as the i

Weapon.KILL_LIFESPAN

[static] KILL_LIFESPAN : integer A bulletKillType constant that automatically kills the bullets when their bulletLifespan expires. Source code: plugins/weapon/WeaponPlugin.js (Line 395)