Group#total

[readonly] total : integer Total number of existing children in the group. Source code: core/Group.js (Line 2648)

GraphicsData#GraphicsData

new GraphicsData() A GraphicsData object. Source code: pixi/primitives/GraphicsData.js (Line 1)

Text#tabs

tabs : integer | array The size (in pixels) of the tabs, for when text includes tab characters. 0 disables.Can be an integer or an array of varying tab sizes, one tab per element.For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels.If you set tabs to be [100,200] then it will set the first tab at 100px and the second at 200px. Type integer | array Source code: gameobjects/Text.js (Line 1919)

Physics.Arcade.TilemapCollision#TILE_BIAS

TILE_BIAS : number A value added to the delta values during collision with tiles. Adjust this if you get tunneling. Source code: physics/arcade/TilemapCollision.js (Line 20)

Animation#isReversed

isReversed : boolean Indicates if the animation will play backwards. Source code: animation/Animation.js (Line 157)

Sound#key

key : string Asset key for the sound. Source code: sound/Sound.js (Line 37)

Color#Color

new Color() The Phaser.Color class is a set of static methods that assist in color manipulation and conversion. Source code: utils/Color.js (Line 12)

Text#lineSpacing

lineSpacing : number Additional spacing (in pixels) between each line of text if multi-line. Source code: gameobjects/Text.js (Line 2080)

Physics.P2#boundsCollidesWith

boundsCollidesWith :array An array of the bodies the world bounds collides with. Source code: physics/p2/World.js (Line 232)

Input#onDown

onDown : Phaser.Signal A Signal that is dispatched each time a pointer is pressed down. Source code: input/Input.js (Line 288)