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)

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)

Pointer#pointerMode

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

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)

Physics.Ninja.Body#deltaAbsX()

deltaAbsX() → {number} Returns the absolute delta x value. Returns number - The absolute delta value. Source code: physics/ninja/Body.js (Line 381)

DeviceButton#event

event : Object The DOM event that caused the change in button state. Source code: input/DeviceButton.js (Line 47)

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)