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)

Particles.Arcade.Emitter#iterate()

iterate(key, value, returnType, callback, callbackContext, args) → {any} Iterates over the children of the group performing one of several actions for matched children. A child is considered a match when it has a property, named key, whose value is equal to valueaccording to a strict equality comparison. The result depends on the returnType: RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned. RETURN_NONE: The callback, if any,

Component.Bounds#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

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

Loader#spritesheet()

spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing) → {Phaser.Loader} Adds a Sprite Sheet to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. To clarify the terminology that Phaser uses: A Sprite Sheet is an image containing frames, usually of an animation, that are all equaldimensions and often in sequence. For example if the frame size is 32x32 then every fram

Device#dolby

dolby : boolean Can this device play EC-3 Dolby Digital Plus files? Source code: utils/Device.js (Line 416)

Particles.Arcade.Emitter#x

x : number Gets or sets the x position of the Emitter. Source code: particles/arcade/Emitter.js (Line 919)

FlexGrid#reset()

reset() Resets the layer children references Source code: core/FlexGrid.js (Line 218)