Cache#reloadSoundComplete()
  • References/Game Development/Phaser/Loader/Cache

reloadSoundComplete(key) Fires the onSoundUnlock event when the sound has completed reloading. Parameters

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Device#cancelFullscreen
  • References/Game Development/Phaser/System/Device

cancelFullscreen : string If the browser supports the Full Screen API this holds the call you need to use to cancel it.

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SinglePad#index
  • References/Game Development/Phaser/Gamepads/SinglePad

[readonly] index : number The gamepad index as per browsers data

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Physics.Arcade.Body#collideWorldBounds
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World

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Rectangle#resize()
  • References/Game Development/Phaser/Geometry/Rectangle

resize(width, height) → {Phaser.Rectangle}

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Device#arora
  • References/Game Development/Phaser/System/Device

arora : boolean Set to true if running in Arora. Source code:

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Button#name
  • References/Game Development/Phaser/Display/Button

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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Video#render()
  • References/Game Development/Phaser/Game Objects/Video

render() If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if

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Rope#game
  • References/Game Development/Phaser/Display/Rope

game : Phaser.Game A reference to the currently running Game

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TilemapLayer#offsetX
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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