Button#setOverSound()

setOverSound(sound, marker) The Sound to be played when a Pointer moves over this Button. Parameters Name Type Argument Description sound Phaser.Sound | Phaser.AudioSprite The Sound that will be played. marker string <optional> A Sound Marker that will be used in the playback. Source code: gameobjects/Button.js (Line 422)

SinglePad#axis()

axis(axisCode) → {number} Returns value of requested axis. Parameters Name Type Description axisCode number The index of the axis to check Returns number - Axis value if available otherwise false Source code: input/SinglePad.js (Line 432)

Creature#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Physics#setWorldMaterial()

setWorldMaterial(material, left, right, top, bottom) Sets the given material against the 4 bounds of this World. Parameters Name Type Argument Default Description material Phaser.Physics.P2.Material The material to set. left boolean <optional> true If true will set the material on the left bounds wall. right boolean <optional> true If true will set the material on the right bounds wall. top boolean <optional> true If true will set the material on the to

Sound#duration

duration : number The duration of the current sound marker in seconds. Source code: sound/Sound.js (Line 78)

Rope#blendMode

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Inherited From PIXI.Strip#blendMode Default Value PIXI.blendModes.NORMAL; Source code: pixi/extras/Strip.js (Line 51)

Polygon#Polygon

new Polygon(points) Creates a new Polygon. The points can be set from a variety of formats: An array of Point objects: [new Phaser.Point(x1, y1), ...] An array of objects with public x/y properties: [obj1, obj2, ...] An array of paired numbers that represent point coordinates: [x1,y1, x2,y2, ...] As separate Point arguments: setTo(new Phaser.Point(x1, y1), ...) As separate objects with public x/y properties arguments: setTo(obj1, obj2, ...) As separate arguments representing point coordi

TilemapLayer#physicsType

[readonly] physicsType : number The const physics body type of this object. Source code: tilemap/TilemapLayer.js (Line 83)

Bullet#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

BitmapText#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)