Video#texture

texture : PIXI.Texture The PIXI.Texture. Source code: gameobjects/Video.js (Line 263)

Tween#onUpdateCallback()

onUpdateCallback(callback, callbackContext) → {Phaser.Tween} Sets a callback to be fired each time this tween updates. Parameters Name Type Description callback function The callback to invoke each time this tween is updated. Set to null to remove an already active callback. callbackContext object The context in which to call the onUpdate callback. Returns Phaser.Tween - This tween. Useful for method chaining. Source code: tween/Tween.js (Line 626)

ScaleManager#forceOrientation()

forceOrientation(forceLandscape, forcePortrait) Force the game to run in only one orientation. This enables generation of incorrect orientation signals and affects resizing but does not otherwise rotate or lock the orientation. Orientation checks are performed via the Screen Orientation API, if available in browser. This means it will check your monitororientation on desktop, or your device orientation on mobile, rather than comparing actual game dimensions. If you need to check theviewport d

RenderTexture#renderer

renderer : PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL. Type PIXI.CanvasRenderer | PIXI.WebGLRenderer Source code: pixi/textures/RenderTexture.js (Line 99)

Physics.Arcade#overlap()

overlap(object1, object2, overlapCallback, processCallback, callbackContext) → {boolean} Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.Unlike collide the objects are NOT automatically separated or have any physics applied, they merely test for overlap results.Both the first and second parameter can be arrays of objects, of differing types.If two arrays are pass

ScaleManager#pageAlignHorizontally

pageAlignHorizontally : boolean When enabled the Display canvas will be horizontally-aligned in the Parent container (or window). To align horizontally across the page the Display canvas should be added directly to page;or the parent container should itself be horizontally aligned. Horizontal alignment is not applicable with the RESIZE scaling mode. Default Value false Source code: core/ScaleManager.js (Line 2244)

Bullet#maxHealth

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensurethe health value never exceeds the maximum. Inherited From Phaser.Component.Health#maxHealth Default Value 100 Source code: gameobjects/components/Health.js (Line 35)

Device#epiphany

epiphany : boolean Set to true if running in Epiphany. Source code: utils/Device.js (Line 275)

Physics.Ninja#separate()

separate(body1, body2) → {boolean} The core separation function to separate two physics bodies. Parameters Name Type Description body1 Phaser.Physics.Ninja.Body The Body object to separate. body2 Phaser.Physics.Ninja.Body The Body object to separate. Returns boolean - Returns true if the bodies collided, otherwise false. Source code: physics/ninja/World.js (Line 567)

Particle#inWorld

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds. Inherited From Phaser.Component.InWorld#inWorld Source code: gameobjects/components/InWorld.js (Line 129)