SpriteBatch#classType

classType : Object The type of objects that will be created when using create or createMultiple. Any object may be used but it should extend either Sprite or Image and accept the same constructor arguments:when a new object is created it is passed the following parameters to its constructor: (game, x, y, key, frame). Inherited From Phaser.Group#classType Default Value Phaser.Sprite Source code: core/Group.js (Line 130)

Easing.Circular#In()

In(k) → {number} Circular ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 346)

global#LEFT

<constant> LEFT : integer Direction constant. Source code: Phaser.js (Line 66)

RetroFont.TEXT_SET7

[static] TEXT_SET7 : string Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39 Source code: gameobjects/RetroFont.js (Line 245)

TilemapLayer#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Inherited From Phaser.Component.Core#previousPosition Source code: gameobjects/components/Core.js (Line 225)

Bullet#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. Inherited From PIXI.DisplayObjectContainer#ignoreChildInput Source code: pixi/display/DisplayObjectContainer.js (Line 26)

Video#createVideoFromBlob()

createVideoFromBlob(blob) → {Phaser.Video} Creates a new Video element from the given Blob. The Blob must contain the video data in the correct encoded format.This method is typically called by the Phaser.Loader and Phaser.Cache for you, but is exposed publicly for convenience. Parameters Name Type Description blob Blob The Blob containing the video data: Blob([new Uint8Array(data)]) Returns Phaser.Video - This Video object for method chaining. Source code: gameobjects/Video.js (Li

Component.Core#previousPosition

[readonly] previousPosition : Phaser.Point The position the Game Object was located in the previous frame. Source code: gameobjects/components/Core.js (Line 225)

FlexLayer#subAll()

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group.subAll('x', 10) will minus 10 from the child.x value for each child. Parameters Name Type Description property string The property to decrement, for example 'body.velocity.x' or 'angle'. amount number The amount to subtract from the property. If child.x = 50 then subAll('x', 40) would make child.x = 10. checkAlive boolean If true the property will only be

FlexLayer#getRandom()

getRandom(startIndex, length) → {any} Returns a random child from the group. Parameters Name Type Argument Default Description startIndex integer <optional> 0 Offset from the front of the group (lowest child). length integer <optional> (to top) Restriction on the number of values you want to randomly select from. Returns any - A random child of this Group. Inherited From Phaser.Group#getRandom Source code: core/Group.js (Line 2350)