Tilemap#properties

properties : Object Map specific properties as specified in Tiled. Source code: tilemap/Tilemap.js (Line 85)

Pointer#dirty

dirty : boolean A dirty pointer needs to re-poll any interactive objects it may have been over, regardless if it has moved or not. Source code: input/Pointer.js (Line 322)

CanvasRenderer#game

game :PhaserGame Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 15)

FrameData#clone()

clone() → {Phaser.FrameData} Makes a copy of this FrameData including copies (not references) to all of the Frames it contains. Returns Phaser.FrameData - A clone of this object, including clones of the Frame objects it contains. Source code: animation/FrameData.js (Line 107)

Text#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)

TileSprite#canvasBuffer

canvasBuffer :PIXICanvasBuffer The CanvasBuffer object that the tiled texture is drawn to. Inherited From PIXI.TilingSprite#canvasBuffer Source code: pixi/extras/TilingSprite.js (Line 95)

Color.blendReflect()

<static> blendReflect(a, b) → {integer} Reflect blend mode. This mode is useful when adding shining objects or light zones to images. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1318)

Frame#x

x : number X position within the image to cut from. Source code: animation/Frame.js (Line 29)

Particle#onEmit()

onEmit() Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required. Source code: gameobjects/Particle.js (Line 102)

State#shutdown()

shutdown() This method will be called when the State is shutdown (i.e. you switch to another state from this one). Source code: core/State.js (Line 221)