Bullet#width

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#width Source code: pixi/display/Sprite.js (Line 125)

Tile#width

width : number The width of the tile in pixels. Source code: tilemap/Tile.js (Line 64)

Tile#faceTop

faceTop : boolean Is the top of this tile an interesting edge? Source code: tilemap/Tile.js (Line 99)

Video#isStreaming

isStreaming : boolean Is there a streaming video source? I.e. from a webcam. Source code: gameobjects/Video.js (Line 140)

RetroFont.TEXT_SET1

[static] TEXT_SET1 : string Text Set 1 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmnopqrstuvwxyz{ | }~ Source code: gameobjects/RetroFont.js (Line 203)

InputHandler#isDragged

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

Pointer#button

button :any The button property of the most recent DOM event when this Pointer is started.You should not rely on this value for accurate button detection, instead use the Pointer propertiesleftButton, rightButton, middleButton and so on. Source code: input/Pointer.js (Line 70)

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)

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)