Input#pointer4

pointer4 : Phaser.Pointer A Pointer object. Source code: input/Input.js (Line 175)

Physics.P2.Body#y

y : number The y coordinate of this Body. Source code: physics/p2/Body.js (Line 1885)

Text#canvas

canvas :HTMLCanvasElement The canvas element that the text is rendered. Source code: gameobjects/Text.js (Line 86)

Plugin#destroy()

destroy() Clear down this Plugin and null out references Source code: core/Plugin.js (Line 107)

RetroFont.TEXT_SET6

[static] TEXT_SET6 : string Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.' Source code: gameobjects/RetroFont.js (Line 238)

global#LINE

<constant> LINE : integer Game Object type. Source code: Phaser.js (Line 255)

Camera#onFadeComplete

onFadeComplete : Phaser.Signal This signal is dispatched when the camera fade effect completes.When the fade effect completes you will be left with the screen black (or whatevercolor you faded to). In order to reset this call Camera.resetFX. This is calledautomatically when you change State. Source code: core/Camera.js (Line 128)

Signal#dispatch()

dispatch(params) Dispatch / broadcast the event to all listeners. To create an instance-bound dispatch for this Signal, use boundDispatch. Parameters Name Type Argument Description params any <optional> Parameters that should be passed to each handler. Source code: core/Signal.js (Line 395)

global#CENTER

<constant> CENTER : integer A constant representing a center alignment or position. Source code: Phaser.js (Line 430)

global#VERSION

<constant> VERSION : string The Phaser version number. Source code: Phaser.js (Line 17)