Particles.Arcade.Emitter#particleSendToBack

particleSendToBack : boolean If this is true then when the Particle is emitted it will be sent to the back of the Emitters display list. Source code: particles/arcade/Emitter.js (Line 205)

TileSprite#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

BaseTexture#scaleMode

scaleMode : number The scale mode to apply when scaling this texture Default Value PIXI.scaleModes.LINEAR Source code: pixi/textures/BaseTexture.js (Line 42)

Component.Core#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Group#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Source code: core/Group.js (Line 2682)

Device#webApp

webApp : boolean Set to true if running as a WebApp, i.e. within a WebView Source code: utils/Device.js (Line 353)

Particles.Arcade.Emitter#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

Line#right

[readonly] right : number Gets the right-most point of this line. Source code: geom/Line.js (Line 450)

BitmapText#maxWidth

maxWidth : number The maximum display width of this BitmapText in pixels. If BitmapText.text is longer than maxWidth then the lines will be automatically wrappedbased on the last whitespace character found in the line. If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored. Disable maxWidth by setting the value to 0. The maximum width of this BitmapText in pixels. Source code: gameobjects/BitmapText.js (Line 648)

Particles.Arcade.Emitter#fixedToCamera

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Group.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list.So if this Group was in a Group that has x: 200, then this will be added to the cameraOffset.x Inherited From Phaser.Group#fixedToCamera Source code: core/Group.js (Line 265)