TilemapLayer#fresh

[readonly] fresh : boolean A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.This property is mostly used internally by the physics systems, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#fresh Source code: gameobjects/components/Core.js (Line 248)

Utils.Debug#columnWidth

columnWidth : number The spacing between columns. Source code: utils/Debug.js (Line 59)

RoundedRectangle#x

x : number The x coordinate of the top-left corner of the Rectangle. Source code: geom/RoundedRectangle.js (Line 31)

Circle#top

top : number The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. Gets or sets the top of the circle. Source code: geom/Circle.js (Line 358)

Filter#init()

init() Should be over-ridden. Source code: core/Filter.js (Line 104)

Game#world

world : Phaser.World Reference to the world. Source code: core/Game.js (Line 216)

Physics.Arcade.Body#angularVelocity

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second. Source code: physics/arcade/Body.js (Line 258)

Physics.P2.Body#offset

offset : Phaser.Point The offset of the Physics Body from the Sprite x/y position. Source code: physics/p2/Body.js (Line 53)

RequestAnimationFrame#forceSetTimeOut

forceSetTimeOut : boolean Tell Phaser to use setTimeOut even if raf is available. Source code: utils/RequestAnimationFrame.js (Line 33)

Tile#y

y : number The y map coordinate of this tile. Source code: tilemap/Tile.js (Line 39)