Button#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Inherited From PIXI.DisplayObjectContainer#children Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Physics.Ninja.Body#sprite

sprite : Phaser.Sprite Reference to the parent Sprite. Source code: physics/ninja/Body.js (Line 34)

State#scale

scale : Phaser.ScaleManager A reference to the Scale Manager which controls the way the game scales on different displays. Source code: core/State.js (Line 69)

Sprite#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Rope#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Particle#maxHealth

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum. Inherited From Phaser.Component.Health#maxHealth Default Value 100 Source code: gameobjects/components/Health.js (Line 35)

Ellipse#type

[readonly] type : number The const type of this object. Source code: geom/Ellipse.js (Line 49)

Physics.Arcade.Body#speed

[readonly] speed : number The speed of the Body as calculated by its velocity. Source code: physics/arcade/Body.js (Line 294)

FlexLayer#getClosestTo()

getClosestTo(object, callback, callbackContext) → {any} Get the closest child to given Object, with optional callback to filter children. This can be a Sprite, Group, Image or any object with public x and y properties. 'close' is determined by the distance from the objects x and y properties compared to the childs x and y properties. You can use the optional callback argument to apply your own filter to the distance checks.If the child is closer then the previous child, it will be sent to cal

InputHandler#isPixelPerfect()

isPixelPerfect() → {boolean} Is this object using pixel perfect checking? Returns boolean - True if the this InputHandler has either pixelPerfectClick or pixelPerfectOver set to true. Source code: input/InputHandler.js (Line 495)