TileSprite#height

height : number The height of the tiling sprite Inherited From PIXI.TilingSprite#height Source code: pixi/extras/TilingSprite.js (Line 27)

Device#css3D

css3D : boolean Is css3D available? Source code: utils/Device.js (Line 198)

Device#crosswalk

crosswalk : boolean Is the game running under the Intel Crosswalk XDK? Source code: utils/Device.js (Line 112)

Circle.equals()

<static> equals(a, b) → {boolean} Determines whether the two Circle objects match. This method compares the x, y and diameter properties. Parameters Name Type Description a Phaser.Circle The first Circle object. b Phaser.Circle The second Circle object. Returns boolean - A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. Source code: geom/Circle.js (Line 483)

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)

Input#pointer10

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