Sound#context

context :AudioContext Reference to the AudioContext instance. Source code: sound/Sound.js (Line 52)

TileSprite#tint

tint : number The tint applied to the sprite. This is a hex value Inherited From PIXI.TilingSprite#tint Default Value 0xFFFFFF Source code: pixi/extras/TilingSprite.js (Line 68)

global#EMITTER

<constant> EMITTER : integer Game Object type. Source code: Phaser.js (Line 171)

Weapon#bulletInheritSpriteSpeed

bulletInheritSpriteSpeed : boolean When a Bullet is fired it can optionally inherit the velocity of the trackedSprite if set. Source code: plugins/weapon/WeaponPlugin.js (Line 105)

Physics.P2.Body#reset()

reset(x, y, resetDamping, resetMass) Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass. Parameters Name Type Argument Default Description x number The new x position of the Body. y number The new x position of the Body. resetDamping boolean <optional> false Resets the linear and angular damping. resetMass boolean <optional> false Sets the Body mass back to 1. Source code: physics/p2/Body.js (Line 871)

QuadTree#populate()

populate(group) Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property. Parameters Name Type Description group Phaser.Group The Group to add to the quadtree. Source code: math/QuadTree.js (Line 103)

RandomDataGenerator#state()

state(state) → {string} Gets or Sets the state of the generator. This allows you to retain the valuesthat the generator is using between games, i.e. in a game save file. To seed this generator with a previously saved state you can pass it as theseed value in your game config, or call this method directly after Phaser has booted. Call this method with no parameters to return the current state. If providing a state it should match the same format that this methodreturns, which is a string with

World#right

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#right Source code: core/Group.js (Line 2789)

Creature#moveUp()

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list.This call has no effect if the Game Object is already at the top of the display list. If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,because the World is the root Group from which all Game Objects descend. Returns PIXI.DisplayObject - This instance. Inherited From Phaser.Component.BringToTop#moveUp Source code: game

Graphics#update()

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate and before postUpdate.Remember if this Game Object has any children you should call update on those too. Inherited From Phaser.Component.Core#update Source code: gameobjects/components/Core.js (Line 328)