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)

Physics.Arcade.Body#overlapX

overlapX : number When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision. Source code: physics/arcade/Body.js (Line 337)

Gamepad#pad3

[readonly] pad3 : Phaser.SinglePad Gamepad #3 Source code: input/Gamepad.js (Line 566)

World#getFirstAlive()

getFirstAlive(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is alive (child.alive === true). This is handy for choosing a squad leader, etc. You can use the optional argument createIfNull to create a new Game Object if no alive ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you provided the additional arguments then the chi

TileSprite#tilePattern

tilePattern :PIXITexture The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL). Inherited From PIXI.TilingSprite#tilePattern Source code: pixi/extras/TilingSprite.js (Line 111)

Texture#trim

trim :Rectangle The texture trim data. Source code: pixi/textures/Texture.js (Line 63)

Gamepad#callbackContext

callbackContext : Object The context under which the callbacks are run. Source code: input/Gamepad.js (Line 80)

BitmapText#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object 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 Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Input#x

x : number The X coordinate of the most recently active pointer.This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values. Source code: input/Input.js (Line 1029)