Text#deltaY

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and in the previous frame. The value will be positive if the Game Object has moved down or negative if up. Inherited From Phaser.Component.Delta#deltaY Source code: gameobjects/components/Delta.js (Line 42)

Camera#totalInView

[readonly] totalInView : number The total number of Sprites with autoCull set to true that are visible by this Camera. Source code: core/Camera.js (Line 98)

SoundManager#resumeAll()

resumeAll() Resumes every sound in the game. Source code: sound/SoundManager.js (Line 384)

Camera#reset()

reset() Resets the camera back to 0,0 and un-follows any object it may have been tracking.Also immediately resets any camera effects that may have been running such asshake, flash or fade. Source code: core/Camera.js (Line 759)

Cache.SOUND

[static] SOUND : number Source code: loader/Cache.js (Line 142)

BitmapText#BitmapText

new BitmapText(game, x, y, font, text, size, align) BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned tomatch the font structure. BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the abilityto use Web Fonts, however you trade this flexibility for rendering speed. You c

Loader#atlasJSONArray()

atlasJSONArray(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. Unlike Loader.atlasJSONHash this call expects the atlas data to be in a JSON Array format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data extern

Weapon#trackedPointer

trackedPointer : Phaser.Pointer The Pointer currently being tracked by the Weapon, if any.This is set via the Weapon.trackPointer method. Source code: plugins/weapon/WeaponPlugin.js (Line 341)

Group#total

[readonly] total : integer Total number of existing children in the group. Source code: core/Group.js (Line 2648)

GraphicsData#GraphicsData

new GraphicsData() A GraphicsData object. Source code: pixi/primitives/GraphicsData.js (Line 1)