Game#onFocus

onFocus : Phaser.Signal This event is fired when the game has focus (typically on page show). Source code: core/Game.js (Line 316)

Game#onBlur

onBlur : Phaser.Signal This event is fired when the game no longer has focus (typically on page hide). Source code: core/Game.js (Line 311)

Game#net

net : Phaser.Net Reference to the network class. Source code: core/Game.js (Line 186)

Game#math

math : Phaser.Math Reference to the math helper. Source code: core/Game.js (Line 181)

Game#make

make : Phaser.GameObjectCreator Reference to the GameObject Creator. Source code: core/Game.js (Line 161)

Game#lockRender

lockRender : boolean If false Phaser will automatically render the display list every update. If true the render loop will be skipped.You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully. Source code: core/Game.js (Line 275)

Game#load

load : Phaser.Loader Reference to the assets loader. Source code: core/Game.js (Line 176)

Game#isRunning

[readonly] isRunning : boolean Is game running or paused? Source code: core/Game.js (Line 145)

Game#isBooted

[readonly] isBooted : boolean Whether the game engine is booted, aka available. Source code: core/Game.js (Line 139)

Game#input

input : Phaser.Input Reference to the input manager Source code: core/Game.js (Line 171)