global#TILESPRITE

<constant> TILESPRITE : integer Game Object type. Source code: Phaser.js (Line 129)

SoundManager#usingWebAudio

[readonly] usingWebAudio : boolean True the SoundManager and device are both using Web Audio. Source code: sound/SoundManager.js (Line 66)

global#ANGLE_UP

<constant> ANGLE_UP : integer The Angle (in degrees) a Game Object needs to be set to in order to face up. Source code: Phaser.js (Line 332)

ArraySet#ArraySet

new ArraySet(list) ArraySet is a Set data structure (items must be unique within the set) that also maintains order.This allows specific items to be easily added or removed from the Set. Item equality (and uniqueness) is determined by the behavior of Array.indexOf. This used primarily by the Input subsystem. Parameters Name Type Argument Default Description list Array.<any> <optional> (new array) The backing array: if specified the items in the list must be unique, per Array

TilingSprite#height

height : number The height of the tiling sprite Source code: pixi/extras/TilingSprite.js (Line 27)

BitmapData#generateTexture()

generateTexture(key) → {PIXI.Texture} Creates a new Image element by converting this BitmapDatas canvas into a dataURL. The image is then stored in the image Cache using the key given. Finally a PIXI.Texture is created based on the image and returned. You can apply the texture to a sprite or any other supporting object by using either thekey or the texture. First call generateTexture: var texture = bitmapdata.generateTexture('ball'); Then you can either apply the texture to a sprite: game.add

Graphics#generateTexture()

generateTexture(resolution, scaleMode, padding) → {PIXI.Texture} Useful function that returns a texture of the graphics object that can then be used to create spritesThis can be quite useful if your geometry is complicated and needs to be reused multiple times. Parameters Name Type Argument Default Description resolution Number <optional> 1 The resolution of the texture being generated scaleMode Number <optional> 0 Should be one of the PIXI.scaleMode consts padding Num

Physics.P2#onBeginContact

onBeginContact : Phaser.Signal This Signal is dispatched when a first contact is created between two bodies. This happens before the step has been done. It sends 5 arguments: bodyA, bodyB, shapeA, shapeB and contactEquations. It is possible that in certain situations the bodyA or bodyB values are null. You should check for thisin your own code to avoid processing potentially null physics bodies. Source code: physics/p2/World.js (Line 182)

Video#retryLimit

retryLimit : integer When starting playback of a video Phaser will monitor its readyState using a setTimeout call.The setTimeout happens once every Video.retryInterval ms. It will carry on monitoring the videostate in this manner until the retryLimit is reached and then abort. Default Value 20 Source code: gameobjects/Video.js (Line 149)

WebGLRenderer#WebGLRenderer

new WebGLRenderer(game) The WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderershould be used for browsers that support webGL. This Render works by automatically managing webGLBatchs.So no need for Sprite Batches or Sprite Clouds.Don't forget to add the view to your DOM or you will not see anything :) Parameters Name Type Description game PhaserGame A reference to the Phaser Game instance Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 8)