Frame#centerX

centerX : number Center X position within the image to cut from. Source code: animation/Frame.js (Line 54)

Video#add()

add(object) → {Phaser.Video} Updates the given Display Objects so they use this Video as their texture.This will replace any texture they will currently have set. Parameters Name Type Description object Phaser.Sprite | Array.<Phaser.Sprite> | Phaser.Image | Array.<Phaser.Image> Either a single Sprite/Image or an Array of Sprites/Images. Returns Phaser.Video - This Video object for method chaining. Source code: gameobjects/Video.js (Line 804)

Sound#masterGainNode

masterGainNode : Object The master gain node in a Web Audio system. Source code: sound/Sound.js (Line 165)

SoundManager#setTouchLock()

setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly just used internally. Source code: sound/SoundManager.js (Line 270)

Cache#addJSON()

addJSON(key, url, data) Add a new json object into 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 json data. Source code: loader/Cache.js (Line 501)

Creature#preUpdate()

preUpdate() Automatically called by World.preUpdate. Source code: gameobjects/Creature.js (Line 169)

Group#inputEnableChildren

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled = trueon any children added to, or created by, this Group. If there are children already in the Group at the time you set this property, they are not changed. Source code: core/Group.js (Line 149)

InputHandler#globalToLocalY()

globalToLocalY(y) Warning: EXPERIMENTAL Parameters Name Type Description y number Source code: input/InputHandler.js (Line 1542)

World#getFirstDead()

getFirstDead(createIfNull, x, y, key, frame) → {DisplayObject} Get the first child that is dead (child.alive === false). This is handy for checking if everything has been wiped out and adding to the pool as needed. You can use the optional argument createIfNull to create a new Game Object if no dead ones were found in this Group. It works by calling Group.create passing it the parameters given to this method, and returning the new child. If a child was found , createIfNull is false and you pr

Key#ctrlKey

ctrlKey : boolean The down state of the CTRL key, if pressed at the same time as this key. Source code: input/Key.js (Line 57)