GameObjectCreator#sound()

sound(key, volume, loop, connect) → {Phaser.Sound} Creates a new Sound object. Parameters Name Type Argument Default Description key string The Game.cache key of the sound that this object will use. volume number <optional> 1 The volume at which the sound will be played. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundMa

WebGLRenderer#spriteBatch

spriteBatch : PIXI.WebGLSpriteBatch Manages the rendering of sprites Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 139)

Tilemap#collision

collision :array An array of collision data (polylines, etc). Source code: tilemap/Tilemap.js (Line 130)

Physics.Ninja.Body#drag

drag : number The drag applied to this object as it moves. Default Value 1 Source code: physics/ninja/Body.js (Line 77)

SoundManager#touchLocked

touchLocked : boolean true if the audio system is currently locked awaiting a touch event. Source code: sound/SoundManager.js (Line 90)

Text#boundsAlignV

boundsAlignV : string Vertical alignment of the text within the textBounds. Can be: 'top', 'middle' or 'bottom'. Source code: gameobjects/Text.js (Line 1969)

Image#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)

global#mixin()

mixin(object) Mixes in the properties of the EventTarget prototype onto another object Parameters Name Type Description object Object The obj to mix into Source code: plugins/path/EventTarget.js (Line 34)

Animation#onResume()

onResume() Called when the Game resumes from a paused state. Source code: animation/Animation.js (Line 379)

Math#snapToFloor()

snapToFloor(input, gap, start) → {number} Snap a value to nearest grid slice, using floor. Example: if you have an interval gap of 5 and a position of 12... you will snap to 10.As will 14 snap to 10... but 16 will snap to 15. Parameters Name Type Argument Default Description input number The value to snap. gap number The interval gap of the grid. start number <optional> 0 Optional starting offset for gap. Returns number - The snapped value. Source code: math/Ma