FrameData#getFrameRange()

getFrameRange(start, end, output) → {Array} Returns a range of frames based on the given start and end frame indexes and returns them in an Array. Parameters Name Type Argument Description start number The starting frame index. end number The ending frame index. output Array <optional> If given the results will be appended to the end of this array otherwise a new array will be created. Returns Array - An array of Frames between the start and end index values, or an emp

Physics.Arcade.Body#isCircle

[readonly] isCircle : boolean If true this Body is using circular collision detection. If false it is using rectangular.Use Body.setCircle to control the collision shape this Body uses. Source code: physics/arcade/Body.js (Line 45)

Device#m4a

m4a : boolean Can this device play m4a files? True if this device can play m4a files. Source code: utils/Device.js (Line 404)

Camera#target

target : Phaser.Sprite If the camera is tracking a Sprite, this is a reference to it, otherwise null. Source code: core/Camera.js (Line 82)

Timer#duration

[readonly] duration : number The duration in ms remaining until the next event will occur. Source code: time/Timer.js (Line 677)

Text#font

font : string Change the font family that the text will be rendered in, such as 'Arial'. Multiple CSS font families and generic fallbacks can be specified as long asCSS font-family rules are followed. To change the entire font string use cssFont instead: eg. text.cssFont = 'bold 20pt Arial'. Source code: gameobjects/Text.js (Line 1708)

SignalBinding#toString()

toString() → {string} Returns string - String representation of the object. Source code: core/SignalBinding.js (Line 189)

Mouse#stop()

stop() Stop the event listeners. Source code: input/Mouse.js (Line 603)

Text#offsetY

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate.This is the same as height * anchor.y.It will only be > 0 if anchor.y is not equal to zero. Inherited From Phaser.Component.Bounds#offsetY Source code: gameobjects/components/Bounds.js (Line 42)

Pointer.RIGHT_BUTTON

[static] RIGHT_BUTTON : number The Right Mouse button, or in PointerEvent devices a Pen contact with a barrel button. Source code: input/Pointer.js (Line 382)