AudioSprite#AudioSprite

new AudioSprite(game, key) Audio Sprites are a combination of audio files and a JSON configuration.The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite Parameters Name Type Description game Phaser.Game Reference to the current game instance. key string Asset key for the sound. Source code: sound/AudioSprite.js (Line 17)

Group#ignoreDestroy

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

DisplayObjectContainer#ignoreChildInput

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children to be considered as valid for Input events. If this property is true then the children will not be considered as valid for Input events. Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Physics.P2.BodyDebug#BodyDebug

new BodyDebug(game, body, settings) Draws a P2 Body to a Graphics instance for visual debugging.Needless to say, for every body you enable debug drawing on, you are adding processor and graphical overhead.So use sparingly and rarely (if ever) in production code. Also be aware that the Debug body is only updated when the Sprite it is connected to changes position. If youmanipulate the sprite in any other way (such as moving it to another Group or bringToTop, etc) then you willneed to manually

Mouse#onMouseDown()

onMouseDown(event) The internal method that handles the mouse down event from the browser. Parameters Name Type Description event MouseEvent The native event from the browser. This gets stored in Mouse.event. Source code: input/Mouse.js (Line 296)

SpriteBatch#addMultiple()

addMultiple(children, silent) → {Array.<DisplayObject> | Phaser.Group} Adds an array of existing Display Objects to this Group. The Display Objects are automatically added to the top of this Group, and will render on-top of everything already in this Group. As well as an array you can also pass another Group as the first argument. In this case all of the children from thatGroup will be removed from it and added into this Group. If Group.enableBody is set, then a physics body will be cre

Input#getPointer()

getPointer(isActive) → {Phaser.Pointer} Get the first Pointer with the given active state. Parameters Name Type Argument Default Description isActive boolean <optional> false The state the Pointer should be in - active or inactive? Returns Phaser.Pointer - A Pointer object or null if no Pointer object matches the requested state. Source code: input/Input.js (Line 824)

Group#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Source code: core/Group.js (Line 217)

Group#physicsBodyType

physicsBodyType : integer If enableBody is true this is the type of physics body that is created on new Sprites. The valid values are Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA, etc. Source code: core/Group.js (Line 225)

Math#roundAwayFromZero()

roundAwayFromZero(value) → {integer} Round to the next whole number away from zero. Parameters Name Type Description value number Any number. Returns integer - The rounded value of that number. Source code: math/Math.js (Line 916)