SpriteBatch#forEachDead()

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See forEach for details. Parameters Name Type Argument Default Description callback function The function that will be called for each applicable child. The child will be passed as the first argument. callbackContext object The context in which the function should be called (usually 'this'). args any <optional> <repeatable> (none) Additional arguments to pass to the cal

Physics.Ninja#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.The second parameter can be an array of objects, of differing types. Parameters Name Type Argument Def

Frame#bottom

bottom : number The bottom of the frame (y + height). Source code: animation/Frame.js (Line 126)

TweenData#to()

to(properties, duration, ease, delay, repeat, yoyo) → {Phaser.TweenData} Sets this tween to be a to tween on the properties given. A to tween starts at the current value and tweens to the destination value given.For example a Sprite with an x coordinate of 100 could be tweened to x 200 by giving a properties object of { x: 200 }. Parameters Name Type Argument Default Description properties object The properties you want to tween, such as Sprite.x or Sound.volume. Given as a JavaScript

Device#chromeOS

chromeOS : boolean Is running on chromeOS? Source code: utils/Device.js (Line 124)

Video#playbackRate

playbackRate : number Gets or sets the playback rate of the Video. This is the speed at which the video is playing. Source code: gameobjects/Video.js (Line 1337)

TilemapLayer#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Filter#prevPoint

prevPoint : Phaser.Point The previous position of the pointer (we don't update the uniform if the same) Source code: core/Filter.js (Line 61)

World#inputEnableChildren

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled = trueon any children added to, or created by, this Group. If there are children already in the Group at the time you set this property, they are not changed. Inherited From Phaser.Group#inputEnableChildren Source code: core/Group.js (Line 149)

FlexLayer#inputEnableChildren

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled = trueon any children added to, or created by, this Group. If there are children already in the Group at the time you set this property, they are not changed. Inherited From Phaser.Group#inputEnableChildren Source code: core/Group.js (Line 149)