Group#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: core/Group.js (Line 86)

TweenData#yoyoDelay

yoyoDelay : number The amount of time in ms between yoyos of this tween. Source code: tween/TweenData.js (Line 101)

Pointer#isDown

isDown : boolean If the Pointer is touching the touchscreen, or any mouse or pen button is held down, isDown is set to true.If you need to check a specific mouse or pen button then use the button properties, i.e. Pointer.rightButton.isDown. Source code: input/Pointer.js (Line 255)

Camera#visible

visible : boolean Whether this camera is visible or not. Default Value true Source code: core/Camera.js (Line 65)

BitmapText#body

body : Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | null body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associatedproperties and methods via it. By default Game Objects won't add themselves to any physics system and their body property will be null. To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this objectand system is the Physics system you are u

Particles.Arcade.Emitter#getFirstExists()

getFirstExists(exists, createIfNull, x, y, key, frame) → {DisplayObject} Get the first display object that exists, or doesn't exist. You can use the optional argument createIfNull to create a new Game Object if none matching your exists argument were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the childwill be reset

Text#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

BitmapData#drawFull()

drawFull(parent, blendMode, roundPx) → {Phaser.BitmapData} Draws the Game Object or Group to this BitmapData and then recursively iterates through all of its children. If a child has an exists property then it (and its children) will be only be drawn if exists is true. The children will be drawn at their x and y world space coordinates. If this is outside the bounds of the BitmapDatathey won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match t

Cache.XML

[static] XML : number Source code: loader/Cache.js (Line 190)

Video#textureFrame

textureFrame : Phaser.Frame The Frame this video uses for rendering. Source code: gameobjects/Video.js (Line 269)