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doc_phaser
doc_phaser


Create#game

game : Phaser.Game A reference to the currently running Game. Source code: core/Create.js (Line 23)

Stage#name

name : string The name of this object. Default Value _stage_root Source code: core/Stage.js (Line 29)

TileSprite#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: gameobjects/TileSprite.js (Line 78)

Input#gamepad

gamepad : Phaser.Gamepad The Gamepad Input manager. Source code: input/Input.js (Line 274)

Creature#play()

play(loop) Plays the currently set animation. Parameters Name Type Argument Default Description loop boolean <optional> false Should the animation loop? Source code: gameobjects/Creature.js (Line 413)

Input#speed

speed : Phaser.Point A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly. Source code: input/Input.js (Line 84)

Particles.Arcade.Emitter#maxParticleAlpha

maxParticleAlpha : number The maximum possible alpha value of a particle. Default Value 1 Source code: particles/arcade/Emitter.js (Line 104)

RetroFont#type

type : number Base Phaser object type. Source code: gameobjects/RetroFont.js (Line 170)

Physics.P2.Body.STATIC

<static> STATIC : number Static body. Static bodies do not move, and they do not respond to forces or collision. Source code: physics/p2/Body.js (Line 1506)

TimerEvent#loop

loop : boolean True if this TimerEvent loops, otherwise false. Source code: time/TimerEvent.js (Line 55)

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