ScaleManager#fullScreenScaleMode

fullScreenScaleMode : integer The scaling method used by the ScaleManager when in fullscreen. See scaleMode for the different modes allowed. Source code: core/ScaleManager.js (Line 2183)

Physics.Arcade.Body#rotation

rotation : number The Body's rotation in degrees, as calculated by its angularVelocity and angularAcceleration. Please understand that the collision Bodyitself never rotates, it is always axis-aligned. However these values are passed up to the parent Sprite and updates its rotation. Source code: physics/arcade/Body.js (Line 85)

Physics.Ninja.Tile#velocity

velocity : Phaser.Point The velocity of this object. Source code: physics/ninja/Tile.js (Line 94)

Physics.Ninja.Body#destroy()

destroy() Destroys this body's reference to the sprite and system, and destroys its shape. Source code: physics/ninja/Body.js (Line 421)

Image#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

Physics.P2.Body#destroy()

destroy() Destroys this Body and all references it holds to other objects. Source code: physics/p2/Body.js (Line 943)

Gamepad#game

game : Phaser.Game Local reference to game. Source code: input/Gamepad.js (Line 26)

State#paused()

paused() This method will be called if the core game loop is paused. Source code: core/State.js (Line 197)

Device#file

file : boolean Is file available? Source code: utils/Device.js (Line 174)

Component.Core#Core

new Core() Core Component Features. Source code: gameobjects/components/Core.js (Line 12)