Tween#onComplete

onComplete : Phaser.Signal The onComplete event is fired when the Tween and all of its children completes. Does not fire if the Tween is set to loop or repeatAll(-1).It will be sent 2 parameters: the target object and this tween. Source code: tween/Tween.js (Line 107)

TilemapLayer#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Text#fontWeight

fontWeight : string The weight of the font: 'normal', 'bold', or a valid CSS font weight. Source code: gameobjects/Text.js (Line 1785)

Text#updateShadow()

updateShadow(state) Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.This is called automatically by Text.updateText. Parameters Name Type Description state boolean If true the shadow will be set to the Style values, otherwise it will be set to zero. Source code: gameobjects/Text.js (Line 652)

Color.blendReflect()

<static> blendReflect(a, b) → {integer} Reflect blend mode. This mode is useful when adding shining objects or light zones to images. 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 1318)

Tileset#tileSpacing

[readonly] tileSpacing : integer The spacing between each tile in the sheet (in pixels).Use setSpacing to change. Source code: tilemap/Tileset.js (Line 71)

Pointer#previousTapTime

previousTapTime : number A timestamp representing when the Pointer was last tapped or clicked. Source code: input/Pointer.js (Line 281)

Physics.Ninja.Body#collideWorldBounds

collideWorldBounds : boolean A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. Should the Body collide with the World bounds? Source code: physics/ninja/Body.js (Line 118)

Text#setStyle()

setStyle(style, update) → {Phaser.Text} Set the style of the text by passing a single style object to it. Parameters Name Type Argument Default Description style object <optional> The style properties to be set on the Text. Properties Name Type Argument Default Description font string <optional> 'bold 20pt Arial' The style and size of the font. fontStyle string <optional> (from font) The style of the font (eg. 'italic'): overrides the value in style.font. fo

global#stopImmediatePropagation()

stopImmediatePropagation() Stops the propagation of events to sibling listeners (no longer calls any listeners). Source code: plugins/path/EventTarget.js (Line 277)