Sound#allowMultiple

allowMultiple : boolean This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels. Source code: sound/Sound.js (Line 144)

Physics.P2.BodyDebug#addAll()

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group.addAll('x', 10) will add 10 to the child.x value for each child. Parameters Name Type Description property string The property to increment, for example 'body.velocity.x' or 'angle'. amount number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50. checkAlive boolean If true the property will only be changed if

Physics.P2.BodyDebug#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Physics.P2.BodyDebug#swap()

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be swapped with itself, and unparented children cannot be swapped. Parameters Name Type Description child1 any The first child to swap. child2 any The second child to swap. Inherited From Phaser.Group#swap Source code: core/Group.js (Line 891)

Physics.P2.BodyDebug#right

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions based on itsvisible children. Inherited From Phaser.Group#right Source code: core/Group.js (Line 2789)

Text#damage

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero then the kill method is called. Inherited From Phaser.Component.Health#damage Source code: gameobjects/components/Health.js (Line 46)

Physics.P2.Body#debugBody

debugBody : Phaser.Physics.P2.BodyDebug Reference to the debug body. Source code: physics/p2/Body.js (Line 122)

Physics.P2.Body.KINEMATIC

<static> KINEMATIC : number Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force. Source code: physics/p2/Body.js (Line 1514)

Physics.P2.Body#velocity

velocity : Phaser.Physics.P2.InversePointProxy The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down. Source code: physics/p2/Body.js (Line 66)

TileSprite#input

input : Phaser.InputHandler | null The Input Handler for this Game Object. By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true. After you have done this, this property will be a reference to the Phaser InputHandler. Type Phaser.InputHandler | null Inherited From Phaser.Component.InputEnabled#input Source code: gameobjects/components/InputEnabled.js (Line 24)