FlexLayer#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr

Particles.Arcade.Emitter#iterate()

iterate(key, value, returnType, callback, callbackContext, args) → {any} Iterates over the children of the group performing one of several actions for matched children. A child is considered a match when it has a property, named key, whose value is equal to valueaccording to a strict equality comparison. The result depends on the returnType: RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned. RETURN_NONE: The callback, if any,

Camera#totalInView

[readonly] totalInView : number The total number of Sprites with autoCull set to true that are visible by this Camera. Source code: core/Camera.js (Line 98)

SoundManager#resumeAll()

resumeAll() Resumes every sound in the game. Source code: sound/SoundManager.js (Line 384)

Camera#reset()

reset() Resets the camera back to 0,0 and un-follows any object it may have been tracking.Also immediately resets any camera effects that may have been running such asshake, flash or fade. Source code: core/Camera.js (Line 759)

Cache.SOUND

[static] SOUND : number Source code: loader/Cache.js (Line 142)

Create#canvas

canvas :HTMLCanvasElement The canvas the BitmapData uses. Source code: core/Create.js (Line 33)

Image#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Button#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Physics.P2.Body#dynamic

dynamic : boolean Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static. Source code: physics/p2/Body.js (Line 1545)