Physics.Ninja.Circle#radius

radius : number The radius of this circle shape. Source code: physics/ninja/Circle.js (Line 44)

TileSprite#smoothed

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default. Inherited From Phaser.Component.Smoothed#smoothed Source code: gameobjects/components/Smoothed.js (Line 25)

Physics.P2#paused

paused : boolean The paused state of the P2 World. Source code: physics/p2/World.js (Line 72)

Component.PhysicsBody#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Source code: gameobjects/components/PhysicsBody.js (Line 124)

Animation#delay

delay : number The delay in ms between each frame of the Animation, based on the given frameRate. Source code: animation/Animation.js (Line 58)

Group#alive

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks like forEachAlive. Default Value true Source code: core/Group.js (Line 93)

Button#onInputUp

onInputUp : Phaser.Signal The Signal (or event) dispatched when this Button is in an Up state. Source code: gameobjects/Button.js (Line 164)

InputHandler#isDragged

isDragged : boolean true if the Sprite is being currently dragged. Source code: input/InputHandler.js (Line 63)

Physics.P2.BodyDebug#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Particles.Arcade.Emitter#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth