Particles.Arcade.Emitter#alpha

alpha : number The alpha value of the group container. Inherited From Phaser.Group#alpha Source code: core/Group.js (Line 3003)

Physics.P2.Body#rotation

rotation : number The angle of the Body in radians.If you wish to work in degrees instead of radians use the Body.angle property instead. Working in radians is faster as it doesn't have to convert values. The angle of this Body in radians. Source code: physics/p2/Body.js (Line 1822)

Image#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Inherited From Phaser.Component.InputEnabled#input Source code: gameobjects/components/InputEnabled.js (Line 24)

Device#midori

midori : boolean Set to true if running in Midori. Source code: utils/Device.js (Line 329)

Text#y

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#y Source code: gameobjects/components/PhysicsBody.js (Line 124)

Physics.P2#toJSON()

toJSON() → {object} Converts the current world into a JSON object. Returns object - A JSON representation of the world. Source code: physics/p2/World.js (Line 1399)

ScaleManager#onFullScreenInit

onFullScreenInit : Phaser.Signal This signal is dispatched when fullscreen mode is ready to be initialized butbefore the fullscreen request. The signal is passed two arguments: scale (the ScaleManager), and an object in the form {targetElement: DOMElement}. The targetElement is the fullScreenTarget element,if such is assigned, or a new element created by createFullScreenTarget. Custom CSS styling or resets can be applied to targetElement as required. If targetElement is not the same element a

ScaleManager#grid

grid : Phaser.FlexGrid EXPERIMENTAL: A responsive grid on which you can align game objects. Source code: core/ScaleManager.js (Line 69)

Physics.Ninja#setBoundsToWorld()

setBoundsToWorld() Updates the size of this physics world to match the size of the game world. Source code: physics/ninja/World.js (Line 213)

World#angle

angle : number The angle of rotation of the group container, in degrees. This adjusts the group itself by modifying its local rotation transform. This has no impact on the rotation/angle properties of the children, but it will update their worldTransformand on-screen orientation and position. Inherited From Phaser.Group#angle Source code: core/Group.js (Line 2682)