State#preload()

preload() preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)You shouldn't create any objects in this method that require assets that you're also loading in this method, asthey won't yet be available. Source code: core/State.js (Line 125)

FlexLayer#manager

manager Properties: Name Type Description scale Phaser.ScaleManager A reference to the ScaleManager. Source code: core/FlexLayer.js (Line 29)

Physics.Ninja.Body#collideWorldBounds

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds? Source code: physics/ninja/Body.js (Line 118)

Pointer#previousTapTime

previousTapTime : number A timestamp representing when the Pointer was last tapped or clicked. Source code: input/Pointer.js (Line 281)

Tileset#tileSpacing

[readonly] tileSpacing : integer The spacing between each tile in the sheet (in pixels).Use setSpacing to change. Source code: tilemap/Tileset.js (Line 71)

BitmapData#blendDestinationOut()

blendDestinationOut() → {Phaser.BitmapData} Sets the blend mode to 'destination-out' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2130)

Particles.Arcade.Emitter#removeChild()

removeChild(child) → {DisplayObject} Removes a child from the container. Parameters Name Type Description child DisplayObject The DisplayObject to remove Returns DisplayObject - The child that was removed. Inherited From PIXI.DisplayObjectContainer#removeChild Source code: pixi/display/DisplayObjectContainer.js (Line 171)

Physics.Arcade.BOTTOM_TOP

[static] BOTTOM_TOP : number A constant used for the sortDirection value.Use this if your game world is narrow but tall and scrolls from the bottom to the top (i.e. Commando or a vertically scrolling shoot-em-up) Source code: physics/arcade/World.js (Line 130)

Tilemap#properties

properties : Object Map specific properties as specified in Tiled. Source code: tilemap/Tilemap.js (Line 85)

Pointer#dirty

dirty : boolean A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not. Source code: input/Pointer.js (Line 322)