Sound#externalNode

externalNode : Object If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode. Source code: sound/Sound.js (Line 160)

TileSprite#pendingDestroy

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.You can set it directly to allow you to flag an object to be destroyed on its next update. This is extremely useful if you wish to destroy an object from within one of its own callbackssuch as with Buttons or other Input events. Inherited From Phaser.Component.Core#pendingDestroy Source code: gameobjects/components/Core.js (Line 259)

Color.blendNegation()

<static> blendNegation(a, b) → {integer} Negation blend mode. Parameters Name Type Description a integer The source color to blend, in the range 1 to 255. b integer The backdrop color to blend, in the range 1 to 255. Returns integer - The blended color value, in the range 1 to 255. Source code: utils/Color.js (Line 1099)

BitmapData#blendHardLight()

blendHardLight() → {Phaser.BitmapData} Sets the blend mode to 'hard-light' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2273)

Device#nodeWebkit

nodeWebkit : boolean Is the game running under Node-Webkit? Source code: utils/Device.js (Line 94)

Bullet#x

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent. Inherited From Phaser.Component.PhysicsBody#x Source code: gameobjects/components/PhysicsBody.js (Line 98)

Text#previousRotation

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous frame. Value is in radians. Inherited From Phaser.Component.Core#previousRotation Source code: gameobjects/components/Core.js (Line 232)

Filter#destroy()

destroy() Clear down this Filter and null out references Source code: core/Filter.js (Line 203)

Physics.P2#getConstraints()

getConstraints() → {array.<Phaser.Physics.P2.Constraint>} Populates and returns an array of all current Constraints in the world.You will get an array of p2 constraints back. This can be of mixed types, for example the array may containPrismaticConstraints, RevoluteConstraints or any other valid p2 constraint type. Returns array.<Phaser.Physics.P2.Constraint> - An array containing all current Constraints in the world. Source code: physics/p2/World.js (Line 1335)

Button#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)