Particles.Arcade.Emitter#iterate()

iterate(key, value, returnType, callback, callbackContext, args) → {any} Iterates over the children of the group performing one of several actions for matched children. A child is considered a match when it has a property, named key, whose value is equal to valueaccording to a strict equality comparison. The result depends on the returnType: RETURN_TOTAL: The callback, if any, is applied to all matching children. The number of matched children is returned. RETURN_NONE: The callback, if any,

Camera#totalInView

[readonly] totalInView : number The total number of Sprites with autoCull set to true that are visible by this Camera. Source code: core/Camera.js (Line 98)

SoundManager#resumeAll()

resumeAll() Resumes every sound in the game. Source code: sound/SoundManager.js (Line 384)

Camera#reset()

reset() Resets the camera back to 0,0 and un-follows any object it may have been tracking.Also immediately resets any camera effects that may have been running such asshake, flash or fade. Source code: core/Camera.js (Line 759)

Cache.SOUND

[static] SOUND : number Source code: loader/Cache.js (Line 142)

Create#canvas

canvas :HTMLCanvasElement The canvas the BitmapData uses. Source code: core/Create.js (Line 33)

Text#deltaY

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and in the previous frame. The value will be positive if the Game Object has moved down or negative if up. Inherited From Phaser.Component.Delta#deltaY Source code: gameobjects/components/Delta.js (Line 42)

TweenData#repeatDelay

repeatDelay : number The amount of time in ms between repeats of this tween. Source code: tween/TweenData.js (Line 78)

Image#animations

animations : Phaser.AnimationManager If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.Through it you can create, play, pause and stop animations. Inherited From Phaser.Component.Core#animations Source code: gameobjects/components/Core.js (Line 193) See Phaser.AnimationManager

Button#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)