Device#hlsVideo

hlsVideo : boolean Can this device play hls video files? Source code: utils/Device.js (Line 454)

Button#preUpdate()

preUpdate() Automatically called by World.preUpdate. Inherited From Phaser.Image#preUpdate Source code: gameobjects/Image.js (Line 79)

Stage#setBackgroundColor()

setBackgroundColor(color) Sets the background color for the Stage. The color can be given as a hex string ('#RRGGBB'), a CSS color string ('rgb(r,g,b)'), or a numeric value (0xRRGGBB). An alpha channel is not supported and will be ignored. If you've set your game to be transparent then calls to setBackgroundColor are ignored. Parameters Name Type Description color number | string The color of the background. Source code: core/Stage.js (Line 319)

Rectangle.intersectsRaw()

<static> intersectsRaw(left, right, top, bottom, tolerance) → {boolean} Determines whether the object specified intersects (overlaps) with the given values. Parameters Name Type Description left number The x coordinate of the left of the area. right number The right coordinate of the area. top number The y coordinate of the area. bottom number The bottom coordinate of the area. tolerance number A tolerance value to allow for an intersection test with padding, default to 0

Cache#addSound()

addSound(key, url, data, webAudio, audioTag) Adds a Sound file into the Cache. The file must have already been loaded, typically via Phaser.Loader. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. data object Extra sound data. webAudio boolean True if the file is using web audio. audioTag bool

Graphics#kill()

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false. It will dispatch the onKilled event. You can listen to events.onKilled for the signal. Note that killing a Game Object is a way for you to quickly recycle it in an object pool,it doesn't destroy the object or free it up from memory. If you don't need this Game Object any more you should call destroy instead. Returns PIXI.DisplayObject - This instance. I

Graphics#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Creature#Creature

new Creature(game, x, y, key, mesh, animation) Creature is a custom Game Object used in conjunction with the Creature Runtime libraries by Kestrel Moon Studios. It allows you to display animated Game Objects that were created with the Creature Automated Animation Tool. Note 1: You can only use Phaser.Creature objects in WebGL enabled games. They do not work in Canvas mode games. Note 2: You must use a build of Phaser that includes the CreatureMeshBone.js runtime and gl-matrix.js, or have them

Group#getIndex()

getIndex(child) → {integer} Get the index position of the given child in this group, which should match the child's z property. Parameters Name Type Description child any The child to get the index for. Returns integer - The index of the child or -1 if it's not a member of this group. Source code: core/Group.js (Line 1029)

Cache#destroy()

destroy() Clears the cache. Removes every local cache object reference.If an object in the cache has a destroy method it will also be called. Source code: loader/Cache.js (Line 1947)