Particle#play()

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation} Plays an Animation. The animation should have previously been created via animations.add. If the animation is already playing calling this again won't do anything.If you need to reset an already running animation do so directly on the Animation object itself or via AnimationManager.stop. Parameters Name Type Argument Default Description name string The name of the animation to be played, e.g. "fire", "walk", "jump". Must

Sprite#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

Utils#Utils

new Utils() Source code: utils/Utils.js (Line 11)

Text#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Text#right

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX. Inherited From Phaser.Component.Bounds#right Source code: gameobjects/components/Bounds.js (Line 124)

Group#forEach()

forEach(callback, callbackContext, checkExists, args) Call a function on each child in this group. Additional arguments for the callback can be specified after the checkExists parameter. For example, Group.forEach(awardBonusGold, this, true, 100, 500) would invoke awardBonusGold function with the parameters (child, 100, 500). Note: This check will skip any children which are Groups themselves. Parameters Name Type Argument Default Description callback function The function that will be

BitmapText#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)

Physics.Arcade.Body#onOverlap

onOverlap : Phaser.Signal A Signal that is dispatched when this Body overlaps with another Body. You still need to call game.physics.arcade.overlap in your update method in orderfor this signal to be dispatched. Usually you'd pass a callback to the overlap method, but this signal provides fora different level of notification. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onOverla

RenderTexture#clear()

clear() Clears the RenderTexture. Source code: pixi/textures/RenderTexture.js (Line 175)

AudioSprite#get()

get(marker) → {Phaser.Sound} Get a sound with the given name. Parameters Name Type Description marker string The name of sound to get. Returns Phaser.Sound - The sound instance. Source code: sound/AudioSprite.js (Line 115)