Text#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Weapon#fireRate

fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds. Source code: plugins/weapon/WeaponPlugin.js (Line 75)

Video#paused

paused : boolean Gets or sets the paused state of the Video.If the video is still touch locked (such as on iOS devices) this call has no effect. Source code: gameobjects/Video.js (Line 1257)

Physics.Ninja.Circle#collideWorldBounds()

collideWorldBounds() Collides this Circle against the world bounds. Source code: physics/ninja/Circle.js (Line 207)

AnimationManager#getAnimation()

getAnimation(name) → {Phaser.Animation} Returns an animation that was previously added by name. Parameters Name Type Description name string The name of the animation to be returned, e.g. "fire". Returns Phaser.Animation - The Animation instance, if found, otherwise null. Source code: animation/AnimationManager.js (Line 371)

Physics.CHIPMUNK

[static] CHIPMUNK : number Source code: physics/Physics.js (Line 97)

Pointer#positionDown

positionDown : Phaser.Point A Phaser.Point object containing the x/y values of the pointer when it was last in a down state on the display. Source code: input/Pointer.js (Line 332)

Image#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

BitmapText#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Group#left

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Source code: core/Group.js (Line 2761)