Cache#getImage()

getImage(key, full) → {Image} Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object. The object is looked-up based on the key given. Note: If the object cannot be found a console.warn message is displayed. Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases. If you need the image used by a bitmap font or similar then please use those respective 'get' methods. Parameters Name Type Argument De

FlexLayer#centerX

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#centerX Source code: core/Group.js (Line 2705)

Physics.P2.BodyDebug#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

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