Pointer#screenX

screenX : number The horizontal coordinate of the Pointer relative to the screen. Source code: input/Pointer.js (Line 201)

RenderTexture#baseTexture

baseTexture : PIXI.BaseTexture The base texture object that this texture uses Source code: pixi/textures/RenderTexture.js (Line 78)

Filter#type

type : number The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER. Source code: core/Filter.js (Line 30)

TilemapLayer#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Inherited From Phaser.Component.LoadTexture#resetFrame Source code: gameobjects/components/LoadTexture.js (Line 232)

Component.Bounds#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Source code: gameobjects/components/Bounds.js (Line 42)

AnimationManager#name

name : string Gets the current animation name, if set. Source code: animation/AnimationManager.js (Line 483)

Sound#durationMS

durationMS : number The duration of the current sound marker in ms. Source code: sound/Sound.js (Line 83)

Physics.Ninja.Tile#x

x : number The x position. Source code: physics/ninja/Tile.js (Line 669)

Pointer#identifier

identifier : number The identifier property of the Pointer as set by the DOM event when this Pointer is started. Source code: input/Pointer.js (Line 44)

Physics.Arcade#isPaused

isPaused : boolean If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. Source code: physics/arcade/World.js (Line 72)