Rope#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Physics.P2.Body#inertia

inertia : number The inertia of the body around the Z axis.. Source code: physics/p2/Body.js (Line 1755)

Physics.Ninja.AABB#collideWorldBounds()

collideWorldBounds() Collides this AABB against the world bounds. Source code: physics/ninja/AABB.js (Line 295)

Tilemap#version

version : number The version of the map data (as specified in Tiled, usually 1). Source code: tilemap/Tilemap.js (Line 80)

Physics.Ninja.Body#reset()

reset() Resets all Body values and repositions on the Sprite. Source code: physics/ninja/Body.js (Line 365)

Pointer#movementY

movementY : number The vertical processed relative movement of the Pointer in pixels since last event. Source code: input/Pointer.js (Line 230)

Timer.HALF

[static] HALF : integer Number of milliseconds in half a second. Source code: time/Timer.js (Line 175)

Physics.P2.Body#collidesWith

collidesWith :array Array of CollisionGroups that this Bodies shapes collide with. Source code: physics/p2/Body.js (Line 112)

Tile#resetCollision()

resetCollision() Reset collision status flags. Source code: tilemap/Tile.js (Line 256)

Group.RETURN_NONE

[static] RETURN_NONE : integer A returnType value, as specified in iterate eg. Source code: core/Group.js (Line 304)