Events#onAnimationLoop

onAnimationLoop : Phaser.Signal This signal is dispatched if the Game Object has the AnimationManager component,and an Animation has looped playback.You can also listen to Animation.onLoop rather than via the Game Objects events.It is sent two arguments:{any} The Game Object that received the event.{Phaser.Animation} The Phaser.Animation that looped. Source code: gameobjects/components/Events.js (Line 260)

Pointer#resetMovement()

resetMovement() Resets the movementX and movementY properties. Use in your update handler after retrieving the values. Source code: input/Pointer.js (Line 1177)

Physics.Ninja.AABB#reverse()

reverse() Source code: physics/ninja/AABB.js (Line 216)

DeviceButton#reset()

reset() Resets this DeviceButton, changing it to an isUp state and resetting the duration and repeats counters. Source code: input/DeviceButton.js (Line 260)

Particles.Arcade.Emitter#onDestroy

onDestroy : Phaser.Signal This signal is dispatched when the group is destroyed. Inherited From Phaser.Group#onDestroy Source code: core/Group.js (Line 249)

AbstractFilter#padding

padding : number Source code: pixi/filters/AbstractFilter.js (Line 38)

Rope#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

RenderTexture#valid

valid : boolean Inherited From PIXI.RenderTexture#valid Source code: pixi/textures/RenderTexture.js (Line 125)

WebGLRenderer#initContext()

initContext() Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 204)

Text#boundsAlignH

boundsAlignH : string Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'. Source code: gameobjects/Text.js (Line 1946)