Particles.Arcade.Emitter#cursorIndex

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group.next. Inherited From Phaser.Group#cursorIndex Source code: core/Group.js (Line 255)

SoundManager#play()

play(key, volume, loop) → {Phaser.Sound} Adds a new Sound into the SoundManager and starts it playing. Parameters Name Type Argument Default Description key string Asset key for the sound. volume number <optional> 1 Default value for the volume. loop boolean <optional> false Whether or not the sound will loop. Returns Phaser.Sound - The new sound instance. Source code: sound/SoundManager.js (Line 631)

Gamepad#onDownCallback

onDownCallback : Function This callback is invoked every time any gamepad button is pressed down. Source code: input/Gamepad.js (Line 95)

Ellipse#height

height : number The overall height of this ellipse. Source code: geom/Ellipse.js (Line 43)

Particles.Arcade.Emitter#previous()

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If the cursor is at the start of the group (bottom child) it is moved to the end (top child). Returns any - The child the cursor now points to. Inherited From Phaser.Group#previous Source code: core/Group.js (Line 862)

Physics.P2.BodyDebug#forEachExists()

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to t

Strip#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Default Value PIXI.blendModes.NORMAL; Source code: pixi/extras/Strip.js (Line 51)

Weapon#bulletAnimation

bulletAnimation : string The string based name of the animation that the Bullet will be given on launch.This is set via Weapon.addBulletAnimation. Source code: plugins/weapon/WeaponPlugin.js (Line 112)

Utils.Debug#reset()

reset() Clears the Debug canvas. Source code: utils/Debug.js (Line 162)

StateManager#onShutDownCallback

onShutDownCallback : Function This is called when the state is shut down (i.e. swapped to another state). Source code: core/StateManager.js (Line 160)