Physics.P2.InversePointProxy#mx

mx : number The x property of this InversePointProxy get and set in meters. Source code: physics/p2/InversePointProxy.js (Line 64)

Tile#flipped

flipped : boolean Whether this tile is flipped (mirrored) or not. Source code: tilemap/Tile.js (Line 49)

Physics.Arcade#angleBetweenCenters()

angleBetweenCenters(source, target) → {number} Find the angle in radians between centers of two display objects (like Sprites). Parameters Name Type Description source any The Display Object to test from. target any The Display Object to test to. Returns number - The angle in radians between the source and target display objects. Source code: physics/arcade/World.js (Line 2024)

Input#touch

touch : Phaser.Touch The Touch Input manager. You should not usually access this manager directly, but instead use Input.activePointerwhich normalizes all the input values for you, regardless of browser. Source code: input/Input.js (Line 257)

BitmapData#height

height : number The height of the BitmapData in pixels. Source code: gameobjects/BitmapData.js (Line 48)

Physics.P2.BodyDebug#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

Text#transformCallback

transformCallback : Function The callback that will apply any scale limiting to the worldTransform. Inherited From Phaser.Component.ScaleMinMax#transformCallback Source code: gameobjects/components/ScaleMinMax.js (Line 20)

Mouse.NO_BUTTON

[static] NO_BUTTON : number Source code: input/Mouse.js (Line 166)

Group#cursor

cursor : DisplayObject The current display object that the group cursor is pointing to, if any. (Can be set manually.) The cursor is a way to iterate through the children in a Group using next and previous. Source code: core/Group.js (Line 138)

Tileset#firstgid

firstgid : integer The Tiled firstgid value.This is the starting index of the first tile index this Tileset contains. Source code: tilemap/Tileset.js (Line 40)