Frame#centerY

centerY : number Center Y position within the image to cut from. Source code: animation/Frame.js (Line 59)

Camera#resetFX()

resetFX() Resets any active FX, such as a fade or flash and immediately clears it.Useful to calling after a fade in order to remove the fade from the Stage. Source code: core/Camera.js (Line 779)

Mouse#mouseDownCallback

mouseDownCallback : Function A callback that can be fired when the mouse is pressed down. Source code: input/Mouse.js (Line 42)

Frame#sourceSizeH

sourceSizeH : number Height of the original sprite before it was trimmed. Source code: animation/Frame.js (Line 92)

Video#loop

loop : boolean Gets or sets if the Video is set to loop.Please note that at present some browsers (i.e. Chrome) do not support seamless video looping.If the video isn't yet set this will always return false. Source code: gameobjects/Video.js (Line 1360)

World#camera

camera : Phaser.Camera Camera instance. Source code: core/World.js (Line 35)

Physics.Ninja.Tile#type

[readonly] type : number The type of this Tile. Source code: physics/ninja/Tile.js (Line 49)

RenderTexture#isTiling

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite. Inherited From PIXI.Texture#isTiling Source code: pixi/textures/Texture.js (Line 79)

TweenData#percent

[readonly] percent : number A value between 0 and 1 that represents how far through the duration this tween is. Source code: tween/TweenData.js (Line 62)

SpriteBatch#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth