Color.blendDifference()

<static> blendDifference(a, b) → {integer} Subtracts the darker of the two constituent colors from the lighter. Painting with white inverts the backdrop color; painting with black produces no change. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1084)

SoundManager#onVolumeChange

onVolumeChange : Phaser.Signal This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback. Source code: sound/SoundManager.js (Line 42)

Button#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)

Utils.Debug#canvas

canvas :HTMLCanvasElement The canvas to which Debug calls draws. Source code: utils/Debug.js (Line 43)

World#setProperty()

setProperty(child, key, value, operation, force) → {boolean} Sets a property to the given value on the child. The operation parameter controls how the value is set. The operations are: 0: set the existing value to the given value; if force is true a new property will be created if needed 1: will add the given value to the value already present. 2: will subtract the given value from the value already present. 3: will multiply the value already present by the given value. 4: will divide the val

Physics.P2#convertTilemap()

convertTilemap(map, layer, addToWorld, optimize) → {array} Goes through all tiles in the given Tilemap and TilemapLayer and converts those set to collide into physics bodies.Only call this after you have specified all of the tiles you wish to collide with calls like Tilemap.setCollisionBetween, etc.Every time you call this method it will destroy any previously created bodies and remove them from the world.Therefore understand it's a very expensive operation and not to be done in a core game u

PluginManager#plugins

plugins : Array.<Phaser.Plugin> An array of all the plugins being managed by this PluginManager. Type Array.<Phaser.Plugin> Source code: core/PluginManager.js (Line 26)

Sprite#outOfCameraBoundsKill

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill methodis called as soon as the Game Object leaves the camera bounds. Inherited From Phaser.Component.InWorld#outOfCameraBoundsKill Source code: gameobjects/components/InWorld.js (Line 115)

Component.Bounds#alignIn()

alignIn(container, position, offsetX, offsetY) → {Object} Aligns this Game Object within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Cache#getURL()

getURL(url) → {object} Get a cached object by the URL.This only returns a value if you set Cache.autoResolveURL to true before starting the preload of any assets.Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices. Parameters Name Type Description url string The url for the object loaded to get from the cache. Returns object - The cached object. Source code: loader/Cache.js (Line 1584)