AnimationManager#frame

frame : number Gets or sets the current frame index and updates the Texture Cache for display. Source code: animation/AnimationManager.js (Line 500)

InputHandler#pixelPerfectAlpha

pixelPerfectAlpha : number The alpha tolerance threshold. If the alpha value of the pixel matches or is above this value, it's considered a hit. Default Value 255 Source code: input/InputHandler.js (Line 149)

SoundManager#setTouchLock()

setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly just used internally. Source code: sound/SoundManager.js (Line 270)

Sound#masterGainNode

masterGainNode : Object The master gain node in a Web Audio system. Source code: sound/Sound.js (Line 165)

Video#add()

add(object) → {Phaser.Video} Updates the given Display Objects so they use this Video as their texture.This will replace any texture they will currently have set. Parameters Name Type Description object Phaser.Sprite | Array.<Phaser.Sprite> | Phaser.Image | Array.<Phaser.Image> Either a single Sprite/Image or an Array of Sprites/Images. Returns Phaser.Video - This Video object for method chaining. Source code: gameobjects/Video.js (Line 804)

Frame#centerX

centerX : number Center X position within the image to cut from. Source code: animation/Frame.js (Line 54)

Matrix#Matrix

new Matrix(a, b, c, d, tx, ty) The Matrix is a 3x3 matrix mostly used for display transforms within the renderer. It is represented like so: | a | b | tx | | c | d | ty | | 0 | 0 | 1 | Parameters Name Type Argument Default Description a number <optional> 1 Horizontal scaling b number <optional> 0 Horizontal skewing c number <optional> 0 Vertical skewing d number <optional> 1 Vertical scaling tx number <optional> 0 Horizontal translat

ScaleManager#isLandscape

[readonly] isLandscape : boolean Returns true if the screen orientation is in landscape mode. Source code: core/ScaleManager.js (Line 2347)

Tile#faceRight

faceRight : boolean Is the right of this tile an interesting edge? Source code: tilemap/Tile.js (Line 114)

Particle#z

[readonly] z : number The z depth of this Game Object within its parent Group.No two objects in a Group can have the same z value.This value is adjusted automatically whenever the Group hierarchy changes.If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop. Inherited From Phaser.Component.Core#z Source code: gameobjects/components/Core.js (Line 177)