Key#duration

duration : number If the key is down this value holds the duration of that key press and is constantly updated.If the key is up it holds the duration of the previous down session. The number of milliseconds this key has been held down for. Source code: input/Key.js (Line 76)

Image#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Canvas.getSmoothingEnabled()

<static> getSmoothingEnabled(context) → {boolean} Returns true if the given context has image smoothing enabled, otherwise returns false. Parameters Name Type Description context CanvasRenderingContext2D The context to check for smoothing on. Returns boolean - True if the given context has image smoothing enabled, otherwise false. Source code: utils/Canvas.js (Line 242)

TileSprite#blendMode

blendMode : number The blend mode to be applied to the sprite Inherited From PIXI.TilingSprite#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/extras/TilingSprite.js (Line 86)

Component.Delta#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. Source code: gameobjects/components/Delta.js (Line 24)

ArraySet#reset()

reset() Removes all the items. Source code: utils/ArraySet.js (Line 108)

Image#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Sound#isDecoded

[readonly] isDecoded : boolean Returns true if the sound file has decoded. Source code: sound/Sound.js (Line 1087)

Image#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Line#x

[readonly] x : number Gets the x coordinate of the top left of the bounds around this line. Source code: geom/Line.js (Line 411)