Pointer#type

[readonly] type : number The const type of this object. Source code: input/Pointer.js (Line 32)

Tileset#tileWidth

[readonly] tileWidth : integer The width of each tile (in pixels). Source code: tilemap/Tileset.js (Line 47)

Text#boundsAlignH

boundsAlignH : string Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'. Source code: gameobjects/Text.js (Line 1946)

RenderTexture#valid

valid : boolean Inherited From PIXI.RenderTexture#valid Source code: pixi/textures/RenderTexture.js (Line 125)

TimerEvent#delay

delay : number The delay in ms at which this TimerEvent fires. Source code: time/TimerEvent.js (Line 40)

Physics.Arcade.Body#height

[readonly] height : number The calculated height of the physics body. Source code: physics/arcade/Body.js (Line 103)

Input#multiInputOverride

multiInputOverride : number Controls the expected behavior when using a mouse and touch together on a multi-input device. Source code: input/Input.js (Line 73)

Graphics#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)

Events#onAnimationLoop

onAnimationLoop : Phaser.Signal This signal is dispatched if the Game Object has the AnimationManager component,and an Animation has looped playback.You can also listen to Animation.onLoop rather than via the Game Objects events.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Animation} The Phaser.Animation that looped. Source code: gameobjects/components/Events.js (Line 260)

Physics.Arcade#maxObjects

maxObjects : number Used by the QuadTree to set the maximum number of objects per quad. Source code: physics/arcade/World.js (Line 41)