Particles#ID

ID : number - Source code: particles/Particles.js (Line 30)

State#rnd

rnd : Phaser.RandomDataGenerator A reference to the seeded and repeatable random data generator. Source code: core/State.js (Line 109)

Physics.P2.Spring#world

world : Phaser.Physics.P2 Local reference to P2 World. Source code: physics/p2/Spring.js (Line 33)

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)

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#bulletWorldWrap

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap on the Bullet each frame. See the docs for that method for details. Source code: plugins/weapon/WeaponPlugin.js (Line 136)

Rope#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)