Component.Bounds#Bounds

new Bounds() The Bounds component contains properties related to the bounds of the Game Object. Source code: gameobjects/components/Bounds.js (Line 12)

InputHandler#checkPixel()

checkPixel(x, y, pointer) → {boolean} Runs a pixel perfect check against the given x/y coordinates of the Sprite this InputHandler is bound to.It compares the alpha value of the pixel and if >= InputHandler.pixelPerfectAlpha it returns true. Parameters Name Type Argument Description x number The x coordinate to check. y number The y coordinate to check. pointer Phaser.Pointer <optional> The pointer to get the x/y coordinate from if not passed as the first two parameters.

SpriteBatch#length

[readonly] length : integer Total number of children in this group, regardless of exists/alive status. Inherited From Phaser.Group#length Source code: core/Group.js (Line 2665)

Creature#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Creature.js (Line 169)

Cache#addJSON()

addJSON(key, url, data) Add a new json object into the cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. data object Extra json data. Source code: loader/Cache.js (Line 501)

Circle#left

left The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. Source code: geom/Circle.js (Line 304)

Events#onRevived

onRevived : Phaser.Signal This signal is dispatched when the Game Object is revived from a previously killed state.This happens when Sprite.revive() is called.It is sent one argument:{any} The Game Object that was revived. Source code: gameobjects/components/Events.js (Line 128)

Sound#Sound

new Sound(game, key, volume, loop) The Sound class constructor. Parameters Name Type Argument Default Description game Phaser.Game Reference to the current game instance. key string Asset key for the sound. volume number <optional> 1 Default value for the volume, between 0 and 1. loop boolean <optional> false Whether or not the sound will loop. Source code: sound/Sound.js (Line 17)

global#ANGLE_SOUTH_WEST

<constant> ANGLE_SOUTH_WEST : integer The Angle (in degrees) a Game Object needs to be set to in order to face south west. Source code: Phaser.js (Line 381)

global#WEBGL

<constant> WEBGL : integer WebGL Renderer. Source code: Phaser.js (Line 45)