AudioSprite#get()

get(marker) → {Phaser.Sound} Get a sound with the given name. Parameters Name Type Description marker string The name of sound to get. Returns Phaser.Sound - The sound instance. Source code: sound/AudioSprite.js (Line 115)

Easing.Cubic#InOut()

InOut(k) → {number} Cubic ease-in/out. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 120)

Graphics#fillAlpha

fillAlpha : number The alpha value used when filling the Graphics object. Inherited From PIXI.Graphics#fillAlpha Source code: pixi/primitives/Graphics.js (Line 18)

Video#Video

new Video(game, key, url) A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it. Alternatively it takes a getUserMedia feed from an active webcam and streams the contents of that tothe Video instead (see startMediaStream method) The video can then be applied to a Sprite as a texture. If multiple Sprites share the same Video texture and playbackchanges (i.e. you pause the video, or seek to a new time) then this change will be seen across all Sprit

Touch#onTouchCancel()

onTouchCancel(event) Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome).Occurs for example on iOS when you put down 4 fingers and the app selector UI appears. Parameters Name Type Description event TouchEvent The native event from the browser. This gets stored in Touch.event. Source code: input/Touch.js (Line 293)

Bullet#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Math#shear()

shear(n) → {number} Parameters Name Type Description n number Returns number - n mod 1 Source code: math/Math.js (Line 144)

Rope#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

ArrayUtils#numberArray()

numberArray(start, end) → {Array.<number>} Create an array representing the inclusive range of numbers (usually integers) in [start, end].This is equivalent to numberArrayStep(start, end, 1). Parameters Name Type Description start number The minimum value the array starts with. end number The maximum value the array contains. Returns Array.<number> - The array of number values. Source code: utils/ArrayUtils.js (Line 262)

Particles.Arcade.Emitter#addChildAt()

addChildAt(child, index) → {DisplayObject} Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown Parameters Name Type Description child DisplayObject The child to add index Number The index to place the child in Returns DisplayObject - The child that was added. Inherited From PIXI.DisplayObjectContainer#addChildAt Source code: pixi/display/DisplayObjectContainer.js (Line 55)