AudioSprite#autoplayKey
  • References/Game Development/Phaser/Sound/AudioSprite

autoplayKey : string If a sound is set to auto play, this holds the marker key of it.

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AudioSprite#autoplay
  • References/Game Development/Phaser/Sound/AudioSprite

autoplay : boolean Is a sound set to autoplay or not? Source code:

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

blendMode : number The blendMode as set on the particle when emitted from the Emitter. Defaults to NORMAL. Needs browser capable

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
Input#onHold
  • References/Game Development/Phaser/Input/Input

onHold : Phaser.Signal A Signal that is dispatched

2025-01-10 15:47:30
FlexLayer#set()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

set(child, key, value, checkAlive, checkVisible, operation,

2025-01-10 15:47:30
DeviceButton#event
  • References/Game Development/Phaser/Input/DeviceButton

event : Object The DOM event that caused the change in button state. Source

2025-01-10 15:47:30
Video#key
  • References/Game Development/Phaser/Game Objects/Video

key : string The key of the Video in the Cache, if stored there. Will be null if this Video is using the webcam instead

2025-01-10 15:47:30
Weapon#bulletFrameRandom
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally

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

area : Phaser.Rectangle The area of the emitter

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