Physics.P2.FixtureList#setCategory()

setCategory(bit, fixtureKey) Parameters Name Type Description bit number The bit to set as the collision group. fixtureKey string Only apply to the fixture with the given key. Source code: physics/p2/FixtureList.js (Line 63)

SoundManager#usingWebAudio

[readonly] usingWebAudio : boolean True the SoundManager and device are both using Web Audio. Source code: sound/SoundManager.js (Line 66)

global#TILESPRITE

<constant> TILESPRITE : integer Game Object type. Source code: Phaser.js (Line 129)

Events#onDragUpdate

onDragUpdate : Phaser.Signal This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.It is sent when a Phaser.Pointer is actively dragging the Game Object.Be warned: This is a high volume Signal. Be careful what you bind to it.It is sent six arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event.{number} The new x coordinate of the Game Object.{number} The new y coordinate of the Game Obje

InputHandler#pointerTimeDown()

pointerTimeDown(pointerId) → {number} A timestamp representing when the Pointer first touched the touchscreen. Parameters Name Type Argument Default Description pointerId integer <optional> (check all) Returns number - Source code: input/InputHandler.js (Line 571)

Graphics#name

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant as a game level property. Inherited From Phaser.Component.Core#name Source code: gameobjects/components/Core.js (Line 150)

Animation#speed

speed : number Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Value must be greater than 0. Source code: animation/Animation.js (Line 777)

Tileset#properties

properties : Object Tileset-specific properties that are typically defined in the Tiled editor. Source code: tilemap/Tileset.js (Line 77)

InputHandler#priorityID

priorityID : number The priorityID is used to determine which game objects should get priority when input events occur. For example if you haveseveral Sprites that overlap, by default the one at the top of the display list is given priority for input events. You canstop this from happening by controlling the priorityID value. The higher the value, the more important they are considered to the Input events. Source code: input/InputHandler.js (Line 45)

Mouse#stopOnGameOut

stopOnGameOut : boolean If true Pointer.stop will be called if the mouse leaves the game canvas. Source code: input/Mouse.js (Line 101)