Particle#deltaX

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left. Inherited From Phaser.Component.Delta#deltaX Source code: gameobjects/components/Delta.js (Line 24)

TileSprite#tilingTexture

tilingTexture :PIXITexture An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture. Inherited From PIXI.TilingSprite#tilingTexture Source code: pixi/extras/TilingSprite.js (Line 103)

Physics.Arcade.Body#reset()

reset(x, y) Resets all Body values (velocity, acceleration, rotation, etc) Parameters Name Type Description x number The new x position of the Body. y number The new y position of the Body. Source code: physics/arcade/Body.js (Line 1130)

WebGLRenderer#width

width : number The width of the canvas view Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 81)

Pointer#target

target :any The target property of the Pointer as set by the DOM event when this Pointer is started. Source code: input/Pointer.js (Line 61)

SpriteBatch#left

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#left Source code: core/Group.js (Line 2761)

Creature#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

Texture#requiresUpdate

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) Source code: pixi/textures/Texture.js (Line 87)

SignalBinding#isBound()

isBound() → {boolean} Returns boolean - True if binding is still bound to the signal and has a listener. Source code: core/SignalBinding.js (Line 146)

Pointer#screenY

screenY : number The vertical coordinate of the Pointer relative to the screen. Source code: input/Pointer.js (Line 206)