RoundedRectangle#x

x : number The x coordinate of the top-left corner of the Rectangle. Source code: geom/RoundedRectangle.js (Line 31)

Circle#top

top : number The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. Gets or sets the top of the circle. Source code: geom/Circle.js (Line 358)

Filter#init()

init() Should be over-ridden. Source code: core/Filter.js (Line 104)

Utils.Debug#columnWidth

columnWidth : number The spacing between columns. Source code: utils/Debug.js (Line 59)

Weapon#bulletFrame

bulletFrame : string | integer The Texture Frame that the Bullets use when rendering.Changing this has no effect on bullets in-flight, only on newly spawned bullets. Type string | integer Source code: plugins/weapon/WeaponPlugin.js (Line 221)

Physics.P2.BodyDebug#rotation

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself by modifying its rotation.This will have no impact on the rotation value of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#rotation Source code: core/Group.js (Line 2987)

Stage#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)

Physics.Arcade#gravity

gravity : Phaser.Point The World gravity setting. Defaults to x: 0, y: 0, or no gravity. Source code: physics/arcade/World.js (Line 24)

Sound#loop

loop : boolean Whether or not the sound or current sound marker will loop. Source code: sound/Sound.js (Line 42)

Group#align()

align(width, height, cellWidth, cellHeight, position, offset) → {boolean} This method iterates through all children in the Group (regardless if they are visible or exist)and then changes their position so they are arranged in a Grid formation. Children must havethe alignTo method in order to be positioned by this call. All default Phaser Game Objects havethis. The grid dimensions are determined by the first four arguments. The width and height argumentsrelate to the width and height of the gr