Text#heal

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited From Phaser.Component.Health#heal Source code: gameobjects/components/Health.js (Line 90)

Physics.Arcade.Body#immovable

immovable : boolean An immovable Body will not receive any impacts from other bodies. Source code: physics/arcade/Body.js (Line 306)

Physics.Arcade.Body#onWorldBounds

onWorldBounds : Phaser.Signal A Signal that is dispatched when this Body collides with the world bounds.Due to the potentially high volume of signals this could create it is disabled by default.To use this feature set this property to a Phaser.Signal: sprite.body.onWorldBounds = new Phaser.Signal()and it will be called when a collision happens, passing five arguments:onWorldBounds(sprite, up, down, left, right)where the Sprite is a reference to the Sprite that owns this Body, and the other ar

Physics.Arcade.Body#render()

render(context, body, color, filled) Render Sprite Body. Parameters Name Type Argument Default Description context object The context to render to. body Phaser.Physics.Arcade.Body The Body to render the info of. color string <optional> 'rgba(0,255,0,0.4)' color of the debug info to be rendered. (format is css color string). filled boolean <optional> true Render the objected as a filled (default, true) or a stroked (false) Source code: physics/arcade/Body.j

Video#timeout

timeout : integer The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam access. Default Value 15000 Source code: gameobjects/Video.js (Line 119)

BitmapText#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Button#setSounds()

setSounds(overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound. Call this function with no parameters to reset all sounds on this Button. Parameters Name Type

Text#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)

Utils.isPlainObject()

<static> isPlainObject(obj) → {boolean} This is a slightly modified version of jQuery.isPlainObject.A plain object is an object whose internal class property is [object Object]. Parameters Name Type Description obj object The object to inspect. Returns boolean - true if the object is plain, otherwise false. Source code: utils/Utils.js (Line 222)

SoundManager#connectToMaster

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node. Default Value true Source code: sound/SoundManager.js (Line 84)