Cache#removeSound()

removeSound(key) Removes a sound from the cache. If any Phaser.Sound objects use the audio file in the cache that you remove with this method, they willautomatically destroy themselves. If you wish to have full control over when Sounds are destroyed thenyou must finish your house-keeping and destroy them all yourself first, before calling this method. Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewherethen it will persist in memory. Parame

Weapon#destroy()

destroy() Destroys this Weapon. It removes itself from the PluginManager, destroysthe bullets Group, and nulls internal references. Source code: plugins/weapon/WeaponPlugin.js (Line 579)

Creature#animation

animation :CreatureAnimation The CreatureAnimation instance. Source code: gameobjects/Creature.js (Line 69)

Pointer#update()

update() Called by the Input Manager. Source code: input/Pointer.js (Line 657)

Device#chromeVersion

chromeVersion : number If running in Chrome this will contain the major version number. Source code: utils/Device.js (Line 269)

Creature#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)

Component.ScaleMinMax#ScaleMinMax

new ScaleMinMax() The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent. Source code: gameobjects/components/ScaleMinMax.js (Line 12)

Rectangle#union()

union(b, out) → {Phaser.Rectangle} Adds two Rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two Rectangles. Parameters Name Type Argument Description b Phaser.Rectangle The second Rectangle object. out Phaser.Rectangle <optional> Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. Returns Phaser.Rectangle - A Re

Physics.Arcade.Body#angularDrag

angularDrag : number The drag applied during the rotation of the Body. Measured in degrees per second squared. Source code: physics/arcade/Body.js (Line 270)

Tilemap.EAST

[static] EAST : number Source code: tilemap/Tilemap.js (Line 194)