Image#alive
  • References/Game Development/Phaser/Display/Image

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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Sound#usingWebAudio
  • References/Game Development/Phaser/Sound/Sound

[readonly] usingWebAudio : boolean true if this sound is being played with Web Audio.

2025-01-10 15:47:30
Sound#onPlay
  • References/Game Development/Phaser/Sound/Sound

onPlay : Phaser.Signal The onPlay event is dispatched

2025-01-10 15:47:30
Physics.Arcade.Body#mass
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

mass : number The mass of the Body. When two bodies collide their mass is used in the calculation to determine the exchange of

2025-01-10 15:47:30
Image#smoothed
  • References/Game Development/Phaser/Display/Image

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

2025-01-10 15:47:30
Physics.Ninja.Circle#reportCollisionVsWorld()
  • References/Game Development/Phaser/Ninja Physics/Physics.Ninja.Circle

reportCollisionVsWorld(px, py, dx, dy, obj) Process a world collision and apply the resulting forces. Parameters

2025-01-10 15:47:30
Physics.P2.RotationalSpring#game
  • References/Game Development/Phaser/P2 Physics/Physics.P2.RotationalSpring

game : Phaser.Game Local reference to game.

2025-01-10 15:47:30
Particles.Arcade.Emitter#resetChild()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

resetChild(child, x, y, key, frame)

2025-01-10 15:47:30
Sound#onStop
  • References/Game Development/Phaser/Sound/Sound

onStop : Phaser.Signal The onStop event is dispatched

2025-01-10 15:47:30
Group.RETURN_TOTAL
  • References/Game Development/Phaser/Game Objects/Group

[static] RETURN_TOTAL : integer A returnType value, as specified in

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