WebGLRenderer#transparent

transparent : boolean Whether the render view is transparent Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 45)

Weapon#bulletGravity

bulletGravity : Phaser.Point This is the amount of gravity added to the Bullets physics body when fired.Gravity is expressed in pixels / second / second. Source code: plugins/weapon/WeaponPlugin.js (Line 199)

Matrix#b

b : number Default Value 0 Source code: geom/Matrix.js (Line 45)

Tilemap#destroy()

destroy() Removes all layer data from this tile map and nulls the game reference.Note: You are responsible for destroying any TilemapLayer objects you generated yourself, as Tilemap doesn't keep a reference to them. Source code: tilemap/Tilemap.js (Line 1929)

Game#scale

scale : Phaser.ScaleManager The game scale manager. Source code: core/Game.js (Line 191)

TilingSprite#tileScaleOffset

tileScaleOffset :Point A point that represents the scale of the texture object Source code: pixi/extras/TilingSprite.js (Line 43)

Animation#paused

paused : boolean Gets and sets the paused state of this Animation. Source code: animation/Animation.js (Line 672)

Particle#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. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

World#randomY

[readonly] randomY : number Gets a random integer which is lesser than or equal to the current height of the game world. Source code: core/World.js (Line 341)

Text#fill

fill : Object A canvas fillstyle that will be used on the text eg 'red', '#00FF00'. Source code: gameobjects/Text.js (Line 1848)