Text#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

Device#audioData

audioData : boolean Are Audio tags available? Source code: utils/Device.js (Line 367)

BitmapText#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/BitmapText.js (Line 75)

Physics.P2.PointProxy#my

my : number The x property of this PointProxy get and set in meters. Source code: physics/p2/PointProxy.js (Line 84)

Text#getBounds()

getBounds(matrix) → {Phaser.Rectangle} Returns the bounds of the Text as a rectangle.The bounds calculation takes the worldTransform into account. Parameters Name Type Description matrix Phaser.Matrix The transformation matrix of the Text. Returns Phaser.Rectangle - The framing rectangle Source code: gameobjects/Text.js (Line 1631)

Physics.Arcade.Body#onCollide

onCollide : Phaser.Signal A Signal that is dispatched when this Body collides with another Body. You still need to call game.physics.arcade.collide in your update method in orderfor this signal to be dispatched. Usually you'd pass a callback to the collide method, but this signal provides fora different level of notification. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollid

AnimationManager#frameName

frameName : string Gets or sets the current frame name and updates the Texture Cache for display. Source code: animation/AnimationManager.js (Line 531)

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)