Tween#onComplete

onComplete : Phaser.Signal The onComplete event is fired when the Tween and all of its children completes. Does not fire if the Tween is set to loop or repeatAll(-1).It will be sent 2 parameters: the target object and this tween. Source code: tween/Tween.js (Line 107)

TilemapLayer#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Text#fontWeight

fontWeight : string The weight of the font: 'normal', 'bold', or a valid CSS font weight. Source code: gameobjects/Text.js (Line 1785)

Text#updateShadow()

updateShadow(state) Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.This is called automatically by Text.updateText. Parameters Name Type Description state boolean If true the shadow will be set to the Style values, otherwise it will be set to zero. Source code: gameobjects/Text.js (Line 652)

TilemapLayer#rayStepRate

rayStepRate : integer When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance. Default Value 4 Source code: tilemap/TilemapLayer.js (Line 174)

Text#crop()

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly. Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,or by modifying cropRect property directly and then calling updateCrop. The rectangle object given to this method can be either a Phaser.R

Color.blendReflect()

<static> blendReflect(a, b) → {integer} Reflect blend mode. This mode is useful when adding shining objects or light zones to images. 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 1318)

BitmapData#blendDestinationOut()

blendDestinationOut() → {Phaser.BitmapData} Sets the blend mode to 'destination-out' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2130)

ScaleManager#scaleFactor

[readonly] scaleFactor : Phaser.Point The current scale factor based on the game dimensions vs. the scaled dimensions. Source code: core/ScaleManager.js (Line 318)

TweenData#parent

parent : Phaser.Tween The Tween which owns this TweenData. Source code: tween/TweenData.js (Line 21)