Button#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Button#onInputDown

onInputDown : Phaser.Signal The Signal (or event) dispatched when this Button is in an Down state. Source code: gameobjects/Button.js (Line 158)

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)

Button#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

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

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)

Input#pointer7

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

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)