Physics.Arcade.Body#angularDrag

angularDrag : number The drag applied during the rotation of the Body. Measured in degrees per second squared. Source code: physics/arcade/Body.js (Line 270)

Rectangle#union()

union(b, out) → {Phaser.Rectangle} Adds two Rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two Rectangles. Parameters Name Type Argument Description b Phaser.Rectangle The second Rectangle object. out Phaser.Rectangle <optional> Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. Returns Phaser.Rectangle - A Re

Gamepad#supported

[readonly] supported : boolean Whether or not gamepads are supported in current browser. Source code: input/Gamepad.js (Line 510)

Cache#isSoundDecoded()

isSoundDecoded(key) → {boolean} Check if the given sound has finished decoding. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - The decoded state of the Sound object. Source code: loader/Cache.js (Line 743)

Keyboard#update()

update() Updates all currently defined keys. Source code: input/Keyboard.js (Line 344)

Component.PhysicsBody.postUpdate()

<static> postUpdate() The PhysicsBody component postUpdate handler.Called automatically by the Game Object. Source code: gameobjects/components/PhysicsBody.js (Line 61)

Key#isUp

isUp : boolean The "up" state of the key. This will remain true for as long as the keyboard thinks this key is up. Default Value true Source code: input/Key.js (Line 45)

Particle#damage

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero then the kill method is called. Inherited From Phaser.Component.Health#damage Source code: gameobjects/components/Health.js (Line 46)

Physics.P2.Body#setZeroDamping()

setZeroDamping() Sets the Body damping and angularDamping to zero. Source code: physics/p2/Body.js (Line 612)

Particle#setAlphaData()

setAlphaData() Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter. Source code: gameobjects/Particle.js (Line 111)