Key#game

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

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)

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)

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)

Tileset#properties

properties : Object Tileset-specific properties that are typically defined in the Tiled editor. Source code: tilemap/Tileset.js (Line 77)

Animation#speed

speed : number Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Value must be greater than 0. Source code: animation/Animation.js (Line 777)

Graphics#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

TilingSprite#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Sprite#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Source code: pixi/display/Sprite.js (Line 144)