Cache#addTextureAtlas()

addTextureAtlas(key, url, data, atlasData, format) Add a new texture atlas to the Cache. Parameters Name Type Description key string The key that this asset will be stored in the cache under. This should be unique within this cache. url string The URL the asset was loaded from. If the asset was not loaded externally set to null. data object Extra texture atlas data. atlasData object Texture atlas frames data. format number The format of the texture atlas. Source code: loader/Cach

Loader#enableParallel

enableParallel : boolean If true (the default) then parallel downloading will be enabled. To disable all parallel downloads this must be set to false prior to any resource being loaded. Source code: loader/Loader.js (Line 211)

Text#data

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be used by your own code, orby Phaser Plugins, to store data that needs to be associated with the Game Object,without polluting the Game Object directly. Inherited From Phaser.Component.Core#data Default Value {} Source code: gameobjects/components/Core.js (Line 160)

Particles.Arcade.Emitter#moveUp()

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the top. Parameters Name Type Description child any The child to move up in the group. Returns any - The child that was moved. Inherited From Phaser.Group#moveUp Source code: core/Group.js (Line 945)

StateManager#StateManager

new StateManager(game, pendingState) The State Manager is responsible for loading, setting up and switching game states. Parameters Name Type Argument Default Description game Phaser.Game A reference to the currently running game. pendingState Phaser.State | Object <optional> null A State object to seed the manager with. Source code: core/StateManager.js (Line 17)

Component.ScaleMinMax#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Source code: gameobjects/components/ScaleMinMax.js (Line 36)

Physics.P2#enable()

enable(object, debug, children) This will create a P2 Physics body on the given game object or array of game objects.A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.Note: When the game object is enabled for P2 physics it has its anchor x/y set to 0.5 so it becomes centered. Parameters Name Type Argument Default Description object object | array | Phaser.Group The game object to create the physics body on. Can also

Tileset#tileMargin

[readonly] tileMargin The margin around the tiles in the sheet (in pixels).Use setSpacing to change. Properties: Name Type Description tileMarge integer Source code: tilemap/Tileset.js (Line 63)

Tween#onLoop

onLoop : Phaser.Signal The onLoop event is fired if the Tween, or any child tweens loop.It will be sent 2 parameters: the target object and this tween. Source code: tween/Tween.js (Line 85)

Rope#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t