InputHandler#boundsRect

boundsRect : Phaser.Rectangle A region of the game world within which the sprite is restricted during drag. Source code: input/InputHandler.js (Line 161)

DeviceButton#shiftKey

shiftKey : boolean True if the shift key was held down when this button was last pressed or released.Not supported on Gamepads. Source code: input/DeviceButton.js (Line 95)

InputHandler#game

game : Phaser.Game A reference to the currently running game. Source code: input/InputHandler.js (Line 24)

ArraySet#exists()

exists(item) → {boolean} Checks for the item within this list. Parameters Name Type Description item any The element to get the list index for. Returns boolean - True if the item is found in the list, otherwise false. Source code: utils/ArraySet.js (Line 95)

AbstractFilter#syncUniforms()

syncUniforms() Syncs the uniforms between the class object and the shaders. Source code: pixi/filters/AbstractFilter.js (Line 61)

World#exists

exists : boolean If exists is true the group is updated, otherwise it is skipped. Inherited From Phaser.Group#exists Default Value true Source code: core/Group.js (Line 100)

World#callAll()

callAll(method, context, args) Calls a function, specified by name, on all on children. The function is called for all children regardless if they are dead or alive (see callAllExists for different options).After the method parameter and context you can add as many extra parameters as you like, which will all be passed to the child. Parameters Name Type Argument Default Description method string Name of the function on the child to call. Deep property lookup is supported. context stri

Physics#parseConfig()

parseConfig() Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within. Source code: physics/Physics.js (Line 107)

ArraySet#list

list : Array.<any> The backing array. Type Array.<any> Source code: utils/ArraySet.js (Line 32)

FlexLayer#top

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#top Source code: core/Group.js (Line 2817)