global#EMITTER

<constant> EMITTER : integer Game Object type. Source code: Phaser.js (Line 171)

TileSprite#tint

tint : number The tint applied to the sprite. This is a hex value Inherited From PIXI.TilingSprite#tint Default Value 0xFFFFFF Source code: pixi/extras/TilingSprite.js (Line 68)

Text#boundsAlignH

boundsAlignH : string Horizontal alignment of the text within the textBounds. Can be: 'left', 'center' or 'right'. Source code: gameobjects/Text.js (Line 1946)

RenderTexture#valid

valid : boolean Inherited From PIXI.RenderTexture#valid Source code: pixi/textures/RenderTexture.js (Line 125)

WebGLRenderer#initContext()

initContext() Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 204)

global#mixin()

mixin(object) Mixes in the properties of the EventTarget prototype onto another object Parameters Name Type Description object Object The obj to mix into Source code: plugins/path/EventTarget.js (Line 34)

Animation#onResume()

onResume() Called when the Game resumes from a paused state. Source code: animation/Animation.js (Line 379)

Math#snapToFloor()

snapToFloor(input, gap, start) → {number} Snap a value to nearest grid slice, using floor. Example: if you have an interval gap of 5 and a position of 12... you will snap to 10.As will 14 snap to 10... but 16 will snap to 15. Parameters Name Type Argument Default Description input number The value to snap. gap number The interval gap of the grid. start number <optional> 0 Optional starting offset for gap. Returns number - The snapped value. Source code: math/Ma

MSPointer#event

event :MSPointerEvent | null The browser MSPointer DOM event. Will be null if no event has ever been received.Access this property only inside a Pointer event handler and do not keep references to it. Type MSPointerEvent | null Source code: input/MSPointer.js (Line 75)

GameObjectCreator#sound()

sound(key, volume, loop, connect) → {Phaser.Sound} Creates a new Sound object. Parameters Name Type Argument Default Description key string The Game.cache key of the sound that this object will use. volume number <optional> 1 The volume at which the sound will be played. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundMa