Sound#startTime

startTime : number The time the Sound starts at (typically 0 unless starting from a marker) Source code: sound/Sound.js (Line 68)

RetroFont#autoUpperCase

autoUpperCase : boolean Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true. Default Value true Source code: gameobjects/RetroFont.js (Line 89)

Physics.Arcade#angleToPointer()

angleToPointer(displayObject, pointer, world) → {number} Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account. The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y values. This is useful of the object has been nested inside an offset Group,or parent Game Object. Parameters Name Type Argument Default Description displayObject any The Display Object

Input#pointer7

pointer7 : Phaser.Pointer A Pointer object. Source code: input/Input.js (Line 190)

Particle#physicsType

[readonly] physicsType : number The const physics body type of this object. Inherited From Phaser.Sprite#physicsType Source code: gameobjects/Sprite.js (Line 61)

TilemapLayer#transformCallbackContext

transformCallbackContext : Object The context under which transformCallback is called. Inherited From Phaser.Component.ScaleMinMax#transformCallbackContext Source code: gameobjects/components/ScaleMinMax.js (Line 26)

Gamepad#pad1

[readonly] pad1 : Phaser.SinglePad Gamepad #1 Source code: input/Gamepad.js (Line 538)

Particle#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

global#BITMAPTEXT

<constant> BITMAPTEXT : integer Game Object type. Source code: Phaser.js (Line 136)

Group#length

[readonly] length : integer Total number of children in this group, regardless of exists/alive status. Source code: core/Group.js (Line 2665)