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

Physics.P2.PointProxy#my

my : number The x property of this PointProxy get and set in meters. Source code: physics/p2/PointProxy.js (Line 84)

Text#getBounds()

getBounds(matrix) → {Phaser.Rectangle} Returns the bounds of the Text as a rectangle.The bounds calculation takes the worldTransform into account. Parameters Name Type Description matrix Phaser.Matrix The transformation matrix of the Text. Returns Phaser.Rectangle - The framing rectangle Source code: gameobjects/Text.js (Line 1631)