State#input

input : Phaser.Input A reference to the Input Manager. Source code: core/State.js (Line 49)

TimerEvent#tick

tick : number The tick is the next game clock time that this event will fire at. Source code: time/TimerEvent.js (Line 45)

Camera#setPosition()

setPosition(x, y) A helper function to set both the X and Y properties of the camera at oncewithout having to use game.camera.x and game.camera.y. Parameters Name Type Description x number X position. y number Y position. Source code: core/Camera.js (Line 725)

Device#ejecta

ejecta : boolean Is the game running under Ejecta? Source code: utils/Device.js (Line 106)

Texture#width

width : number The width of the Texture in pixels. Source code: pixi/textures/Texture.js (Line 112)

Rectangle#halfHeight

[readonly] halfHeight : number Half of the height of the Rectangle. Source code: geom/Rectangle.js (Line 465)

BitmapText#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Inherited From Phaser.Component.Bounds#left Source code: gameobjects/components/Bounds.js (Line 102)

Physics.Arcade.Body#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/arcade/Body.js (Line 1370)

Weapon#trackedSprite

trackedSprite : Phaser.Sprite | Object The Sprite currently being tracked by the Weapon, if any.This is set via the Weapon.trackSprite method. Type Phaser.Sprite | Object Source code: plugins/weapon/WeaponPlugin.js (Line 333)

Image#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)