Tween#from()

from(properties, duration, ease, autoStart, delay, repeat, yoyo) → {Phaser.Tween} Sets this tween to be a from tween on the properties given. A from tween sets the target to the destination value and tweens to its current value.For example a Sprite with an x coordinate of 100 tweened from x 500 would be set to x 500 and then tweened to x 100 by giving a properties object of { x: 500 }.The ease function allows you define the rate of change. You can pass either a function such as Phaser.Easing.

SinglePad#disconnect()

disconnect() Gamepad disconnect function, should be called by Phaser.Gamepad. Source code: input/SinglePad.js (Line 260)

Image#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)

DeviceButton#game

game : Phaser.Game A reference to the currently running game. Source code: input/DeviceButton.js (Line 41)

Sprite#outOfBoundsKill

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false. Inherited From Phaser.Component.InWorld#outOfBoundsKill Source code: gameobjects/components/InWorld.js (Line 106)

Sound#fadeTween

fadeTween : Phaser.Tween The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut. Source code: sound/Sound.js (Line 126)

SinglePad#onConnectCallback

onConnectCallback : Function This callback is invoked every time this gamepad is connected Source code: input/SinglePad.js (Line 43)

Physics.Arcade.Body#acceleration

acceleration : Phaser.Point The acceleration is the rate of change of the velocity. Measured in pixels per second squared. Source code: physics/arcade/Body.js (Line 160)

Camera#height

height : number The Cameras height. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras height. Source code: core/Camera.js (Line 898)

Text#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)