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)

Physics.Arcade#maxObjects

maxObjects : number Used by the QuadTree to set the maximum number of objects per quad. Source code: physics/arcade/World.js (Line 41)

Creature#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

global#mixin()

mixin(object) Mixes in the properties of the EventTarget prototype onto another object Parameters Name Type Description object Object The obj to mix into Source code: plugins/path/EventTarget.js (Line 34)

Animation#onResume()

onResume() Called when the Game resumes from a paused state. Source code: animation/Animation.js (Line 379)

Math#snapToFloor()

snapToFloor(input, gap, start) → {number} Snap a value to nearest grid slice, using floor. Example: if you have an interval gap of 5 and a position of 12... you will snap to 10.As will 14 snap to 10... but 16 will snap to 15. Parameters Name Type Argument Default Description input number The value to snap. gap number The interval gap of the grid. start number <optional> 0 Optional starting offset for gap. Returns number - The snapped value. Source code: math/Ma

Device#firefox

firefox : boolean Set to true if running in Firefox. Source code: utils/Device.js (Line 281)

Physics#config

config : Object The physics configuration object as passed to the game on creation. Source code: physics/Physics.js (Line 33)

global#BOTTOM_RIGHT

<constant> BOTTOM_RIGHT : integer A constant representing a bottom-right alignment or position. Source code: Phaser.js (Line 472)