Pointer#type

[readonly] type : number The const type of this object. Source code: input/Pointer.js (Line 32)

Tileset#tileWidth

[readonly] tileWidth : integer The width of each tile (in pixels). Source code: tilemap/Tileset.js (Line 47)

Weapon.KILL_STATIC_BOUNDS

[static] KILL_STATIC_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Weapon.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 431)

Texture#Texture

new Texture(baseTexture, frame, crop, trim) A texture stores the information that represents an image or part of an image. It cannot be addedto the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used. Parameters Name Type Argument Description baseTexture PIXI.BaseTexture The base texture source to create the texture from frame Rectangle The rectangle frame of the texture to show crop Rectangle <optional>

Pointer#isMouse

isMouse : boolean If the Pointer is a mouse or pen / stylus this is true, otherwise false. Source code: input/Pointer.js (Line 247)

Physics.Arcade#sortBottomTop()

sortBottomTop(a, b) → {integer} A Sort function for sorting two bodies based on a BOTTOM to TOP sort direction. This is called automatically by World.sort Parameters Name Type Description a Phaser.Sprite The first Sprite to test. The Sprite must have an Arcade Physics Body. b Phaser.Sprite The second Sprite to test. The Sprite must have an Arcade Physics Body. Returns integer - A negative value if a > b, a positive value if a < b or 0 if a === b or the bodies are invalid. S

Video#unlock()

unlock() Enables the video on mobile devices, usually after the first touch.If the SoundManager hasn't been unlocked then this will automatically unlock that as well.Only one video can be pending unlock at any one time. Source code: gameobjects/Video.js (Line 1046)

Sound#context

context :AudioContext Reference to the AudioContext instance. Source code: sound/Sound.js (Line 52)

TileSprite#tint

tint : number The tint applied to the sprite. This is a hex value Inherited From PIXI.TilingSprite#tint Default Value 0xFFFFFF Source code: pixi/extras/TilingSprite.js (Line 68)

global#EMITTER

<constant> EMITTER : integer Game Object type. Source code: Phaser.js (Line 171)