Animation#frame

frame : number Gets or sets the current frame index and updates the Texture Cache for display. Source code: animation/Animation.js (Line 739)

Group#bottom

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Source code: core/Group.js (Line 2845)

Video#playbackRate

playbackRate : number Gets or sets the playback rate of the Video. This is the speed at which the video is playing. Source code: gameobjects/Video.js (Line 1337)

TilemapLayer#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Physics.P2.BodyDebug#enableBody

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If there are children already in the Group at the time you set this property, they are not changed. The default body type is controlled with physicsBodyType. Inherited From Phaser.Group#enableBody Source code: core/Group.js (Line 208)

Events#onInputDown

onInputDown : Phaser.Signal This signal is dispatched if the Game Object has inputEnabled set to true,and receives a down event from a Phaser.Pointer. This effectively means the Pointer has beenpressed down (but not yet released) on the Game Object.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event. Source code: gameobjects/components/Events.js (Line 177)

Particles.Arcade.Emitter#minParticleSpeed

minParticleSpeed : Phaser.Point The minimum possible velocity of a particle. Source code: particles/arcade/Emitter.js (Line 57)

Camera#x

x : number The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras x position. Source code: core/Camera.js (Line 799)

Filter#height

height : number The height (resolution uniform) Source code: core/Filter.js (Line 233)

GameObjectCreator#filter()

filter(filter) → {Phaser.Filter} A WebGL shader/filter that can be applied to Sprites. Parameters Name Type Description filter string The name of the filter you wish to create, for example HueRotate or SineWave. any Whatever parameters are needed to be passed to the filter init function. Returns Phaser.Filter - The newly created Phaser.Filter object. Source code: gameobjects/GameObjectCreator.js (Line 407)