Animation#reverseOnce()

reverseOnce() → {Phaser.Animation} Reverses the animation direction for the current/next animation onlyOnce the onComplete event is called this method will be called again and revertthe reversed state. Returns Phaser.Animation - The animation instance. Source code: animation/Animation.js (Line 260)

Sound#override

override : boolean if true when you play this sound it will always start from the beginning. Source code: sound/Sound.js (Line 138)

Pointer#active

active : boolean An active pointer is one that is currently pressed down on the display. A Mouse is always active. Source code: input/Pointer.js (Line 316)

Rope#loadTexture()

loadTexture(key, frame, stopAnimation) Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache. If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the frame or frameName properties instead. You should only use loadTexture if you want to replace the base texture entirely. Calling this method causes a WebGL texture update, so use sparingly or in low-intensi

TimerEvent#args

args Properties: Name Type Description arguments Array.<any> Additional arguments to be passed to the callback. Source code: time/TimerEvent.js (Line 70)

Pointer#pageY

pageY : number The vertical coordinate of the Pointer relative to whole document. Source code: input/Pointer.js (Line 196)

Point.multiplyAdd()

<static> multiplyAdd(a, b, s, out) → {Phaser.Point} Adds two 2D Points together and multiplies the result by the given scalar. Parameters Name Type Argument Description a Phaser.Point The first Point object. b Phaser.Point The second Point object. s number The scaling value. out Phaser.Point <optional> Optional Point to store the value in, if not supplied a new Point object will be created. Returns Phaser.Point - The new Point object. Source code: geom/Poi

BitmapData#setPixel32()

setPixel32(x, y, red, green, blue, alpha, immediate) → {Phaser.BitmapData} Sets the color of the given pixel to the specified red, green, blue and alpha values. Parameters Name Type Argument Default Description x number The x coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. y number The y coordinate of the pixel to be set. Must lay within the dimensions of this BitmapData. red number The red color value, between 0 and 0xFF (255). green

FlexLayer#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

Frame#rotationDirection

rotationDirection : string Either 'cw' or 'ccw', rotation is always 90 degrees. Default Value 'cw' Source code: animation/Frame.js (Line 76)