Button#setSounds()

setSounds(overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound. Call this function with no parameters to reset all sounds on this Button. Parameters Name Type

Text#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)

Utils.isPlainObject()

<static> isPlainObject(obj) → {boolean} This is a slightly modified version of jQuery.isPlainObject.A plain object is an object whose internal class property is [object Object]. Parameters Name Type Description obj object The object to inspect. Returns boolean - true if the object is plain, otherwise false. Source code: utils/Utils.js (Line 222)

SoundManager#connectToMaster

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node. Default Value true Source code: sound/SoundManager.js (Line 84)

Physics.Arcade.Body#onWorldBounds

onWorldBounds : Phaser.Signal A Signal that is dispatched when this Body collides with the world bounds.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.onWorldBounds = new Phaser.Signal()and it will be called when a collision happens, passing five arguments:onWorldBounds(sprite, up, down, left, right)where the Sprite is a reference to the Sprite that owns this Body, and the other ar

Physics.Arcade.Body#immovable

immovable : boolean An immovable Body will not receive any impacts from other bodies. Source code: physics/arcade/Body.js (Line 306)

Bullet#deltaZ

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now and in the previous frame. The delta value. Inherited From Phaser.Component.Delta#deltaZ Source code: gameobjects/components/Delta.js (Line 58)

Button#centerY

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2). Inherited From Phaser.Component.Bounds#centerY Source code: gameobjects/components/Bounds.js (Line 80)

Animation#onUpdate

onUpdate : Phaser.Signal | null This event is dispatched when the Animation changes frame.By default this event is disabled due to its intensive nature. Enable it with: Animation.enableUpdate = true.Note that the event is only dispatched with the current frame. In a low-FPS environment Animationswill automatically frame-skip to try and claw back time, so do not base your code on expecting toreceive a perfectly sequential set of frames from this event. Type Phaser.Signal | null Source cod

Physics.P2.Body#game

game : Phaser.Game Local reference to game. Source code: physics/p2/Body.js (Line 33)