Image#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Key#duration

duration : number If the key is down this value holds the duration of that key press and is constantly updated.If the key is up it holds the duration of the previous down session. The number of milliseconds this key has been held down for. Source code: input/Key.js (Line 76)

Tileset#columns

[readonly] columns : integer The number of tile columns in the tileset. Source code: tilemap/Tileset.js (Line 101)

Frame#rotated

rotated : boolean Rotated? (not yet implemented) Source code: animation/Frame.js (Line 70)

Tilemap#enableDebug

enableDebug : boolean If set then console.log is used to dump out useful layer creation debug data. Source code: tilemap/Tilemap.js (Line 140)

InputHandler#bringToTop

bringToTop : boolean If true when this Sprite is clicked or dragged it will automatically be bought to the top of the Group it is within. Source code: input/InputHandler.js (Line 81)

Particle#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)

Group#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre

Physics.P2#collisionGroups

collisionGroups :array An array containing the collision groups that have been defined in the World. Source code: physics/p2/World.js (Line 212)

Input#recordRate

recordRate : number The rate in milliseconds at which the Pointer objects should update their tracking history. Default Value 100 Source code: input/Input.js (Line 147)