Mouse#callbackContext

callbackContext : Object The context under which callbacks are called. Source code: input/Mouse.js (Line 37)

AudioSprite#autoplay

autoplay : boolean Is a sound set to autoplay or not? Source code: sound/AudioSprite.js (Line 48)

global#BITMAPTEXT

<constant> BITMAPTEXT : integer Game Object type. Source code: Phaser.js (Line 136)

Particle#world

world : Phaser.Point The world coordinates of this Game Object in pixels.Depending on where in the display list this Game Object is placed this value can differ from position,which contains the x/y coordinates relative to the Game Objects parent. Inherited From Phaser.Component.Core#world Source code: gameobjects/components/Core.js (Line 211)

Gamepad#pad1

[readonly] pad1 : Phaser.SinglePad Gamepad #1 Source code: input/Gamepad.js (Line 538)

TilemapLayer#transformCallbackContext

transformCallbackContext : Object The context under which transformCallback is called. Inherited From Phaser.Component.ScaleMinMax#transformCallbackContext Source code: gameobjects/components/ScaleMinMax.js (Line 26)

Input#pointer7

pointer7 : Phaser.Pointer A Pointer object. Source code: input/Input.js (Line 190)

Particle#physicsType

[readonly] physicsType : number The const physics body type of this object. Inherited From Phaser.Sprite#physicsType Source code: gameobjects/Sprite.js (Line 61)

Physics.Arcade#angleToPointer()

angleToPointer(displayObject, pointer, world) → {number} Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account. The optional world argument allows you to return the result based on the Game Objects world property,instead of its x and y values. This is useful of the object has been nested inside an offset Group,or parent Game Object. Parameters Name Type Argument Default Description displayObject any The Display Object

Button#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working