Pointer#targetObject

targetObject :any The Game Object this Pointer is currently over / touching / dragging. Source code: input/Pointer.js (Line 299)

Physics.Arcade.TilemapCollision#TilemapCollision

new TilemapCollision() The Arcade Physics Tile map collision methods. Source code: physics/arcade/TilemapCollision.js (Line 13)

Creature#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)

DisplayObjectContainer#addChild()

addChild(child) → {DisplayObject} Adds a child to the container. Parameters Name Type Description child DisplayObject The DisplayObject to add to the container Returns DisplayObject - The child that was added. Source code: pixi/display/DisplayObjectContainer.js (Line 42)

Creature#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

InputHandler#justPressed()

justPressed(pointerId, delay) → {boolean} Returns true if the pointer has touched or clicked on the Sprite within the specified delay time (defaults to 500ms, half a second) Parameters Name Type Argument Default Description pointerId integer <optional> 0 delay number The time below which the pointer is considered as just over. Returns boolean - Source code: input/InputHandler.js (Line 1309)

Animation#killOnComplete

killOnComplete : boolean Should the parent of this Animation be killed when the animation completes? Source code: animation/Animation.js (Line 74)

Loader#enableParallel

enableParallel : boolean If true (the default) then parallel downloading will be enabled. To disable all parallel downloads this must be set to false prior to any resource being loaded. Source code: loader/Loader.js (Line 211)

Sound#destroy()

destroy(remove) Destroys this sound and all associated events and removes it from the SoundManager. Parameters Name Type Argument Default Description remove boolean <optional> true If true this Sound is automatically removed from the SoundManager. Source code: sound/Sound.js (Line 1035)

Easing.Elastic#Out()

Out(k) → {number} Elastic ease-out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 413)