Button#debug

debug : boolean A debug flag designed for use with Game.enableStep. Inherited From Phaser.Component.Core#debug Source code: gameobjects/components/Core.js (Line 218)

Easing.Bounce#Bounce

new Bounce() Bounce easing. Source code: tween/Easing.js (Line 509)

Device#canPlayAudio()

canPlayAudio(type) → {boolean} Check whether the host environment can play audio. Parameters Name Type Description type string One of 'mp3, 'ogg', 'm4a', 'wav', 'webm' or 'opus'. Returns boolean - True if the given file type is supported by the browser, otherwise false. Source code: utils/Device.js (Line 1250)

Physics.P2.BodyDebug#height

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#height Source code: pixi/display/DisplayObjectContainer.js (Line 600)

Physics.P2.BodyDebug#replace()

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The newChild cannot be a member of this Group. If Group.enableBody is set, then a physics body will be created on the object, so long as one does not already exist. If Group.inputEnableChildren is set, then an Input Handler will be created on the object, so long as one does not already exist. Parameters Name Type Description oldChild any The child in this group that will be replaced. newChild any

Tilemap#getLayerIndex()

getLayerIndex(name) → {number} Gets the layer index based on its name. Parameters Name Type Description name string The name of the layer to get. Returns number - The index of the layer in this tilemap, or null if not found. Source code: tilemap/Tilemap.js (Line 740)

Text#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Text#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Text#useAdvancedWrap

useAdvancedWrap : boolean Will this Text object use Basic or Advanced Word Wrapping? Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary.White space is condensed (e.g., consecutive spaces are replaced with one).Lines are trimmed of white space before processing. It throws an error if wordWrapWidth is less than a single character. Source code: gameobjects/Text.js (Line 132)

Game#input

input : Phaser.Input Reference to the input manager Source code: core/Game.js (Line 171)