Pointer#id

id : number The ID of the Pointer object within the game. Each game can have up to 10 active pointers. Source code: input/Pointer.js (Line 26)

Loader#start()

start() Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so. Source code: loader/Loader.js (Line 1735)

Physics.Ninja.Tile#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/ninja/Tile.js (Line 701)

global#LEFT_TOP

<constant> LEFT_TOP : integer A constant representing a left-top alignment or position. Source code: Phaser.js (Line 409)

BitmapData#frameData

frameData : Phaser.FrameData The FrameData container this BitmapData uses for rendering. Source code: gameobjects/BitmapData.js (Line 135)

Filter#uniforms

uniforms : Object Default uniform mappings. Compatible with ShaderToy and GLSLSandbox. Source code: core/Filter.js (Line 72)

Physics.P2.Body#toLocalFrame()

toLocalFrame(out, worldPoint) Transform a world point to local body frame. Parameters Name Type Description out Float32Array | Array The vector to store the result in. worldPoint Float32Array | Array The input world vector. Source code: physics/p2/Body.js (Line 624)

Pointer#rawMovementY

rawMovementY : number The vertical raw relative movement of the Pointer in pixels since last event. Source code: input/Pointer.js (Line 218)

Tilemap#setLayer()

setLayer(layer) Sets the current layer to the given index. Parameters Name Type Description layer number | string | Phaser.TilemapLayer The layer to set as current. Source code: tilemap/Tilemap.js (Line 1223)

RetroFont.TEXT_SET9

[static] TEXT_SET9 : string Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?! Source code: gameobjects/RetroFont.js (Line 259)