BitmapData#blendExclusion()

blendExclusion() → {Phaser.BitmapData} Sets the blend mode to 'exclusion' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2312)

Game#preserveDrawingBuffer

preserveDrawingBuffer : boolean The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering. Source code: core/Game.js (Line 108)

GameObjectFactory#audio()

audio(key, volume, loop, connect) → {Phaser.Sound} Creates a new Sound object. Parameters Name Type Argument Default Description key string The Game.cache key of the sound that this object will use. volume number <optional> 1 The volume at which the sound will be played. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundMa

Color.blendColorBurn()

<static> blendColorBurn(a, b) → {integer} Darkens the backdrop color to reflect the source color.Painting with white produces no change. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1217)

Particles.Arcade.Emitter#sort()

sort(key, order) Sort the children in the group according to a particular key and ordering. Call this function to sort the group according to a particular key value and order. For example to depth sort Sprites for Zelda-style game you might call group.sort('y', Phaser.Group.SORT_ASCENDING) at the bottom of your State.update(). Internally this uses a standard JavaScript Array sort, so everything that applies there also applies here, includingalphabetical sorting, mixing strings and numbers, an

Group#swapChildren()

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters Name Type Description child DisplayObject - child2 DisplayObject - Inherited From PIXI.DisplayObjectContainer#swapChildren Source code: pixi/display/DisplayObjectContainer.js (Line 85)

Graphics#events

events : Phaser.Events All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to thisGame Object, or any of its components. Inherited From Phaser.Component.Core#events Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

TilemapLayer#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Physics.P2.BodyDebug#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam

Loader#audiosprite()

audiosprite(key, urls, jsonURL, jsonData, autoDecode) → {Phaser.Loader} A legacy alias for Loader.audioSprite. Please see that method for documentation. Parameters Name Type Argument Default Description key string Unique asset key of the audio file. urls Array | string An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL. jsonURL string <optional> null The URL of th