Group.RETURN_NONE

[static] RETURN_NONE : integer A returnType value, as specified in iterate eg. Source code: core/Group.js (Line 304)

Tile#resetCollision()

resetCollision() Reset collision status flags. Source code: tilemap/Tile.js (Line 256)

Physics.P2.Body#collidesWith

collidesWith :array Array of CollisionGroups that this Bodies shapes collide with. Source code: physics/p2/Body.js (Line 112)

Ellipse#setTo()

setTo(x, y, width, height) → {Phaser.Ellipse} Sets the members of the Ellipse to the specified values. Parameters Name Type Description x number The X coordinate of the upper-left corner of the framing rectangle of this ellipse. y number The Y coordinate of the upper-left corner of the framing rectangle of this ellipse. width number The overall width of this ellipse. height number The overall height of this ellipse. Returns Phaser.Ellipse - This Ellipse object. Source code: g

SignalBinding#detach()

detach() → {function | null} Detach binding from signal.alias to: @see mySignal.remove(myBinding.getListener()); Returns function | null - Handler function bound to the signal or null if binding was previously detached. Source code: core/SignalBinding.js (Line 136)

GameObjectFactory#sound()

sound(key, volume, loop, connect) → {Phaser.Sound} Creates a new Sound object. Parameters Name Type Argument Default Description key string The Game.cache key of the sound that this object will use. volume number <optional> 1 The volume at which the sound will be played. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundMa

SpriteBatch#y

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates.This will have no impact on the x/y coordinates of its children, but it will update their worldTransform and on-screen position. Inherited From Phaser.Group#y Source code: core/Group.js (Line 2978)

Animation#loopCount

loopCount : number The number of times the animation has looped since it was last started. Source code: animation/Animation.js (Line 68)

BitmapData#fill()

fill(r, g, b, a) → {Phaser.BitmapData} Fills the BitmapData with the given color. Parameters Name Type Argument Default Description r number The red color value, between 0 and 0xFF (255). g number The green color value, between 0 and 0xFF (255). b number The blue color value, between 0 and 0xFF (255). a number <optional> 1 The alpha color value, between 0 and 1. Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjec

Mouse#onMouseOut()

onMouseOut(event) The internal method that handles the mouse out event from the browser. Parameters Name Type Description event MouseEvent The native event from the browser. This gets stored in Mouse.event. Source code: input/Mouse.js (Line 444)