Button#setOverSound()

setOverSound(sound, marker) The Sound to be played when a Pointer moves over this Button. Parameters Name Type Argument Description sound Phaser.Sound | Phaser.AudioSprite The Sound that will be played. marker string <optional> A Sound Marker that will be used in the playback. Source code: gameobjects/Button.js (Line 422)

SinglePad#onUpCallback

onUpCallback : Function This callback is invoked every time a gamepad button is released. Source code: input/SinglePad.js (Line 58)

Matrix#toArray()

toArray(transpose, array) → {PIXI.Float32Array} Creates a Float32 Array with values populated from this Matrix object. Parameters Name Type Argument Default Description transpose boolean <optional> false Whether the values in the array are transposed or not. array PIXI.Float32Array <optional> If provided the values will be set into this array, otherwise a new Float32Array is created. Returns PIXI.Float32Array - The newly created array which contains the matrix.

Pointer#backButton

backButton : Phaser.DeviceButton If this Pointer is a Mouse or Pen / Stylus then you can access its X1 (back) button directly through this property. The DeviceButton has its own properties such as isDown, duration and methods like justReleased for more fine-grainedbutton control. Please see the DeviceButton docs for details on browser button limitations. Source code: input/Pointer.js (Line 120)

SpriteBatch#inputEnableChildren

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled = trueon any children added to, or created by, this Group. If there are children already in the Group at the time you set this property, they are not changed. Inherited From Phaser.Group#inputEnableChildren Source code: core/Group.js (Line 149)

Rectangle#offsetPoint()

offsetPoint(point) → {Phaser.Rectangle} Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. Parameters Name Type Description point Phaser.Point A Point object to use to offset this Rectangle object. Returns Phaser.Rectangle - This Rectangle object. Source code: geom/Rectangle.js (Line 71)

StateManager#onResumedCallback

onResumedCallback : Function This is called when the game is resumed from a paused state. Source code: core/StateManager.js (Line 148)

Graphics#destroyPhase

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag is set to true,and can be checked in any sub-systems or plugins it is being destroyed from. Inherited From Phaser.Component.Destroy#destroyPhase Source code: gameobjects/components/Destroy.js (Line 22)

Cache#checkJSONKey()

checkJSONKey(key) → {boolean} Checks if the given key exists in the JSON Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 954)

Weapon#shots

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via fireLimit), and resetthis total via Weapon.resetShots. Source code: plugins/weapon/WeaponPlugin.js (Line 61)