velocityFromAngle(angle, speed, point) → {
reloadSoundComplete(key) Fires the onSoundUnlock event when the sound has completed reloading. Parameters
collideWorldBounds() Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API
cancelFullscreen : string If the browser supports the Full Screen API this holds the call you need to use to cancel it.
cameraOffset : Phaser.Point If this object is
[readonly] index : number The gamepad index as per browsers data
collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World
resize(width, height) → {Phaser.Rectangle}
setCircle(radius, offsetX, offsetY, rotation)
getBodies() → {array.<Phaser
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