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)

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)

Image#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

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)

Input#pollLocked

[readonly] pollLocked : boolean True if the Input is currently poll rate locked. Source code: input/Input.js (Line 1065)

Filter#dirty

dirty : boolean Internal PIXI var. Default Value true Source code: core/Filter.js (Line 50)

Bullet#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)