Physics.Arcade.Body#checkCollision

checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.For example checkCollision.up = false means it won't collide when the collision happened while moving up.If you need to disable a Body entirely, use body.enable = false, this will also disable motion.If you need to disable just collision and/or overlap checks, but retain motion, set checkCollision.none = true. An object containing allowed collision. Source code: physics/

GameObjectFactory#GameObjectFactory

new GameObjectFactory(game) The GameObjectFactory is a quick way to create many common game objectsusing game.add. Created objects are automatically added to the appropriate Manager, World, or manually specified parent Group. Parameters Name Type Description game Phaser.Game A reference to the currently running game. Source code: gameobjects/GameObjectFactory.js (Line 17)

Group#setAll()

setAll(key, value, checkAlive, checkVisible, operation, force) Quickly set the same property across all children of this group to a new value. This call doesn't descend down children, so if you have a Group inside of this group, the property will be set on the group but not its children.If you need that ability please see Group.setAllChildren. The operation parameter controls how the new value is assigned to the property, from simple replacement to addition and multiplication. Parameters Nam

Video#updateTexture()

updateTexture(event, width, height) Called automatically if the video source changes and updates the internal texture dimensions.Then dispatches the onChangeSource signal. Parameters Name Type Argument Description event object <optional> The event which triggered the texture update. width integer <optional> The new width of the video. If undefined video.videoWidth is used. height integer <optional> The new height of the video. If undefined video.videoHeight is used

World#addAll()

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group.addAll('x', 10) will add 10 to the child.x value for each child. Parameters Name Type Description property string The property to increment, for example 'body.velocity.x' or 'angle'. amount number The amount to increment the property by. If child.x = 10 then addAll('x', 40) would make child.x = 50. checkAlive boolean If true the property will only be changed if

World#countLiving()

countLiving() → {integer} Get the number of living children in this group. Returns integer - The number of children flagged as alive. Inherited From Phaser.Group#countLiving Source code: core/Group.js (Line 2326)

Timer#running

[readonly] running : boolean True if the Timer is actively running. Do not modify this boolean - use pause (and resume) to pause the timer. Source code: time/Timer.js (Line 39)

DeviceButton#duration

[readonly] duration : number How long the button has been held down for in milliseconds.If not currently down it returns -1. Source code: input/DeviceButton.js (Line 300)

World#ignoreDestroy

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy method. Inherited From Phaser.Group#ignoreDestroy Source code: core/Group.js (Line 107)

Text#centerX

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2). Inherited From Phaser.Component.Bounds#centerX Source code: gameobjects/components/Bounds.js (Line 58)