Image#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

BitmapText#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Group#left

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Source code: core/Group.js (Line 2761)

MSPointer#stop()

stop() Stop the event listeners. Source code: input/MSPointer.js (Line 420)

Touch#start()

start() Starts the event listeners running. Source code: input/Touch.js (Line 132)

BitmapText#offsetX

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate.This is the same as width * anchor.x.It will only be > 0 if anchor.x is not equal to zero. Inherited From Phaser.Component.Bounds#offsetX Source code: gameobjects/components/Bounds.js (Line 24)

TweenData#dt

dt : number Current time value. Source code: tween/TweenData.js (Line 118)

Group#hash

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and Group.removeFromHash. Only children of this Group can be added to and removed from the hash. This hash is used automatically by Phaser Arcade Physics in order to perform non z-index based destructive sorting.However if you don't use Arcade Physics, or this isn't a physics enabled Group, then you can use the hash to perform your ownsorting and filtering of Group chi

Camera#target

target : Phaser.Sprite If the camera is tracking a Sprite, this is a reference to it, otherwise null. Source code: core/Camera.js (Line 82)

Physics.P2.Body#addFixture()

addFixture(fixtureData) → {array} Add a polygon fixture. This is used during #loadPolygon. Parameters Name Type Description fixtureData string The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes. Returns array - An array containing the generated shapes for the given polygon. Source code: physics/p2/Body.js (Line 1350)