Physics.Arcade#maxLevels

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels. Source code: physics/arcade/World.js (Line 46)

Input#minPriorityID

minPriorityID : number You can tell all Pointers to ignore any Game Object with a priorityID lower than this value.This is useful when stacking UI layers. Set to zero to disable. Source code: input/Input.js (Line 314)

Tile#collideLeft

collideLeft : boolean Indicating collide with any object on the left. Source code: tilemap/Tile.js (Line 120)

Button#clearFrames()

clearFrames() Clears all of the frames set on this Button. Source code: gameobjects/Button.js (Line 233)

Tween#repeatCounter

repeatCounter : number If the Tween and any child tweens are set to repeat this contains the current repeat count. Source code: tween/Tween.js (Line 63)

Utils.Debug#pointer()

pointer(pointer, hideIfUp, downColor, upColor, color) Renders the Pointer.circle object onto the stage in green if down or red if up along with debug text. Parameters Name Type Argument Default Description pointer Phaser.Pointer The Pointer you wish to display. hideIfUp boolean <optional> false Doesn't render the circle if the pointer is up. downColor string <optional> 'rgba(0,255,0,0.5)' The color the circle is rendered in if down. upColor string <optional&

Particles.Arcade.Emitter#angularDrag

angularDrag : number The angular drag component of particles launched from the emitter if they are rotating. Source code: particles/arcade/Emitter.js (Line 132)

Input#pointer10

pointer10 : Phaser.Pointer A Pointer object. Source code: input/Input.js (Line 205)

SinglePad#onFloatCallback

onFloatCallback : Function This callback is invoked every time a button is changed to a value where value > 0 and value < 1. Source code: input/SinglePad.js (Line 68)

Graphics#lineWidth

lineWidth : number The width (thickness) of any lines drawn. Source code: pixi/primitives/Graphics.js (Line 26)