TilingSprite#height

height : number The height of the tiling sprite Source code: pixi/extras/TilingSprite.js (Line 27)

Frame#clone()

clone() → {Phaser.Frame} Clones this Frame into a new Phaser.Frame object and returns it.Note that all properties are cloned, including the name, index and UUID. Returns Phaser.Frame - An exact copy of this Frame object. Source code: animation/Frame.js (Line 183)

Mouse.WHEEL_DOWN

[static] WHEEL_DOWN : number Source code: input/Mouse.js (Line 208)

Physics.P2.Body#adjustCenterOfMass()

adjustCenterOfMass() Moves the shape offsets so their center of mass becomes the body center of mass. Source code: physics/p2/Body.js (Line 490)

InputHandler#priorityID

priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example if you haveseveral Sprites that overlap, by default the one at the top of the display list is given priority for input events. You canstop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events. Source code: input/InputHandler.js (Line 45)

Mouse#stopOnGameOut

stopOnGameOut : boolean If true Pointer.stop will be called if the mouse leaves the game canvas. Source code: input/Mouse.js (Line 101)

MSPointer#game

game : Phaser.Game A reference to the currently running game. Source code: input/MSPointer.js (Line 28)

Key#altKey

altKey : boolean The down state of the ALT key, if pressed at the same time as this key. Source code: input/Key.js (Line 51)

Key#game

game : Phaser.Game A reference to the currently running game. Source code: input/Key.js (Line 20)

Physics.P2.FixtureList#getGroup()

getGroup(groupID) Accessor to get a group of fixtures by its group index. Parameters Name Type Description groupID number The group index. Source code: physics/p2/FixtureList.js (Line 170)