Text#padding

padding : Phaser.Point Specify a padding value which is added to the line width and height when calculating the Text size.ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions. Source code: gameobjects/Text.js (Line 73)

Physics.Ninja.Body#circle

circle : Phaser.Physics.Ninja.Circle The Circle object this body is using for collision. Source code: physics/ninja/Body.js (Line 64)

Physics.P2.Body#addToWorld()

addToWorld() Adds this physics body to the world. Source code: physics/p2/Body.js (Line 904)

RoundedRectangle#y

y : number The y coordinate of the top-left corner of the Rectangle. Source code: geom/RoundedRectangle.js (Line 36)

Pointer#pointerMode

pointerMode : Phaser.PointerMode The operational mode of this pointer. Source code: input/Pointer.js (Line 55)

DeviceButton#parent

parent : Phaser.Pointer | Phaser.SinglePad A reference to the Pointer or Gamepad that owns this button. Type Phaser.Pointer | Phaser.SinglePad Source code: input/DeviceButton.js (Line 36)

Key#keyCode

keyCode : number The keycode of this key. Source code: input/Key.js (Line 93)

SpriteBatch#getBottom()

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child being displayed (rendered) below every other child. Returns any - The child at the bottom of the Group. Inherited From Phaser.Group#getBottom Source code: core/Group.js (Line 2221)

Frame#name

name : string Useful for Texture Atlas files (is set to the filename value). Source code: animation/Frame.js (Line 49)

Graphics#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)