Filter#type

type : number The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER. Source code: core/Filter.js (Line 30)

Text#font

font : string Change the font family that the text will be rendered in, such as 'Arial'. Multiple CSS font families and generic fallbacks can be specified as long asCSS font-family rules are followed. To change the entire font string use cssFont instead: eg. text.cssFont = 'bold 20pt Arial'. Source code: gameobjects/Text.js (Line 1708)

Timer#duration

[readonly] duration : number The duration in ms remaining until the next event will occur. Source code: time/Timer.js (Line 677)

DeviceButton#isUp

isUp : boolean The "up" state of the button. Default Value true Source code: input/DeviceButton.js (Line 59)

Physics.P2.Body#addFixture()

addFixture(fixtureData) → {array} Add a polygon fixture. This is used during #loadPolygon. Parameters Name Type Description fixtureData string The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes. Returns array - An array containing the generated shapes for the given polygon. Source code: physics/p2/Body.js (Line 1350)

Camera#target

target : Phaser.Sprite If the camera is tracking a Sprite, this is a reference to it, otherwise null. Source code: core/Camera.js (Line 82)

Group#hash

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash. Only children of this Group can be added to and removed from the hash. This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting.However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your ownsorting and filtering of Group chi

Pointer#screenX

screenX : number The horizontal coordinate of the Pointer relative to the screen. Source code: input/Pointer.js (Line 201)

AnimationManager#frameName

frameName : string Gets or sets the current frame name and updates the Texture Cache for display. Source code: animation/AnimationManager.js (Line 531)

Physics.Arcade.Body#onCollide

onCollide : Phaser.Signal A Signal that is dispatched when this Body collides with another Body. You still need to call game.physics.arcade.collide in your update method in orderfor this signal to be dispatched. Usually you'd pass a callback to the collide method, but this signal provides fora different level of notification. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollid