Sound#loopFull()

loopFull(volume) → {Phaser.Sound} Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop parameters. Parameters Name Type Argument Default Description volume number <optional> 1 Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified). Returns Phaser.Sound - This sound instance. Source code: sound/Sound.js (Line 492)

Input#onTap

onTap : Phaser.Signal A Signal that is dispatched each time a pointer is tapped. Source code: input/Input.js (Line 300)

BitmapData#line()

line(x1, y1, x2, y2, color, width) → {Phaser.BitmapData} Draws a line between the coordinates given in the color and thickness specified. Parameters Name Type Argument Default Description x1 number The x coordinate to start the line from. y1 number The y coordinate to start the line from. x2 number The x coordinate to draw the line to. y2 number The y coordinate to draw the line to. color string <optional> '#fff' The stroke color that the line will be drawn

Sound#volume

volume : number Gets or sets the volume of this sound, a value between 0 and 1. The value given is clamped to the range 0 to 1. Source code: sound/Sound.js (Line 1155)

Cache.BITMAPDATA

[static] BITMAPDATA : number Source code: loader/Cache.js (Line 172)

Sound#name

name : string Name of the sound. Source code: sound/Sound.js (Line 32)

global#removeAllListeners()

removeAllListeners(eventName) Remove all listeners or only the listeners for the specified event. Parameters Name Type Description eventName String The event you want to remove all listeners for. Source code: plugins/path/EventTarget.js (Line 173)

Group#visible

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered. Source code: core/Group.js (Line 2996)

Component.Bounds#centerY

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2). Source code: gameobjects/components/Bounds.js (Line 80)

BitmapData#blendHue()

blendHue() → {Phaser.BitmapData} Sets the blend mode to 'hue' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2325)