Particles.Arcade.Emitter#enableBody

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If there are children already in the Group at the time you set this property, they are not changed. The default body type is controlled with physicsBodyType. Inherited From Phaser.Group#enableBody Source code: core/Group.js (Line 208)

Tilemap#setPreventRecalculate()

setPreventRecalculate(value) Turn off/on the recalculation of faces for tile or collision updates.setPreventRecalculate(true) puts recalculation on hold while setPreventRecalculate(false) recalculates all the changed layers. Parameters Name Type Description value boolean If true it will put the recalculation on hold. Source code: tilemap/Tilemap.js (Line 1044)

Tilemap#putTileWorldXY()

putTileWorldXY(tile, x, y, tileWidth, tileHeight, layer) → {Phaser.Tile} Puts a tile into the Tilemap layer. The coordinates are given in pixel values. Parameters Name Type Argument Description tile Phaser.Tile | number The index of this tile to set or a Phaser.Tile object. x number X position to insert the tile (given in pixels) y number Y position to insert the tile (given in pixels) tileWidth number The width of the tile in pixels. tileHeight number The height of the t

Tilemap#getTileRight()

getTileRight(layer, x, y) Gets the tile to the right of the tile coordinates given.Mostly used as an internal function by calculateFaces. Parameters Name Type Description layer number The local layer index to get the tile from. Can be determined by Tilemap.getLayer(). x number The x coordinate to get the tile from. In tiles, not pixels. y number The y coordinate to get the tile from. In tiles, not pixels. Source code: tilemap/Tilemap.js (Line 1203)

Sprite#resetFrame()

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering. Inherited From Phaser.Component.LoadTexture#resetFrame Source code: gameobjects/components/LoadTexture.js (Line 232)

Tween#chain()

chain(tweens) → {Phaser.Tween} This method allows you to chain tweens together. Any tween chained to this tween will have its Tween.start method calledas soon as this tween completes. If this tween never completes (i.e. repeatAll or loop is set) then the chain will never progress.Note that Tween.onComplete will fire when this tween completes, not when the whole chain completes.For that you should listen to onComplete on the final tween in your chain. If you pass multiple tweens to this method

FlexLayer#resize()

resize() Resize. Source code: core/FlexLayer.js (Line 93)

Tween#chainedTween

chainedTween : Phaser.Tween If this Tween is chained to another this holds a reference to it. Source code: tween/Tween.js (Line 130)

SoundManager#noAudio

noAudio : boolean True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio. Source code: sound/SoundManager.js (Line 78)

Easing.Linear#None()

None(k) → {number} Linear Easing (no variation). Parameters Name Type Description k number The value to be tweened. Returns number - k. Source code: tween/Easing.js (Line 23)