Timer#paused

[readonly] paused : boolean The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing. Source code: time/Timer.js (Line 91)

Cache#Cache

new Cache(game) Phaser has one single cache in which it stores all assets. The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored usinga unique string-based key as their identifier. Assets stored in different areas of the cache can have thesame key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,because they are unique data types. The cache is automatically populated by the Phaser.Loader. When you us

World#add()

add(child, silent, index) → {DisplayObject} Adds an existing object as the top child in this group. The child is automatically added to the top of the group, and is displayed above every previous child. Or if the optional index is specified, the child is added at the location specified by the index value,this allows you to control child ordering. If the child was already in this Group, it is simply returned, and nothing else happens to it. If Group.enableBody is set, then a physics body will

World#getBounds()

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. Parameters Name Type Argument Description targetCoordinateSpace PIXIDisplayObject | PIXIMatrix <optional> Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object. Returns Rectangle - The rectangular bounding area

WebGLBlendModeManager#WebGLBlendModeManager

new WebGLBlendModeManager(gl) Parameters Name Type Description gl WebGLContext the current WebGL drawing context Source code: pixi/renderers/webgl/utils/WebGLBlendModeManager.js (Line 5)

AnimationManager#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Play an animation based on the given key. The animation should previously have been added via animations.add If the requested animation is already playing this request will be ignored.If you need to reset an already running animation do so directly on the Animation object itself. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". frameRate nu

Component.Core#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. Source code: gameobjects/components/Core.js (Line 185) See Phaser.Events

TilemapLayer#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Particles.Arcade.Emitter#minParticleScale

minParticleScale : number The minimum possible scale of a particle. This is applied to the X and Y axis. If you need to control each axis see minParticleScaleX. Default Value 1 Source code: particles/arcade/Emitter.js (Line 69)

Bullet#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)