GameObjectCreator#button()

button(x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) → {Phaser.Button} Creates a new Button object. Parameters Name Type Argument Description x number <optional> X position of the new button object. y number <optional> Y position of the new button object. key string <optional> The image key as defined in the Game.Cache to use as the texture for this button. callback function <optional> The function to call when this button

GameObjectCreator#bitmapText()

bitmapText(x, y, font, text, size, align) → {Phaser.BitmapText} Create a new BitmapText object. BitmapText objects work by taking a texture file and an XML file that describes the font structure.It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned tomatch the font structure. BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the abilityto use Web Fonts. However you trade this fl

GameObjectCreator#bitmapData()

bitmapData(width, height, key, addToCache) → {Phaser.BitmapData} Create a BitmpaData object. A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites. Parameters Name Type Argument Default Description width number <optional> 256 The width of the BitmapData in pixels. height number <optional> 256 The height of the BitmapData in pixels. key string <optional> '' Asset key for the BitmapData when stored in t

GameObjectCreator#audioSprite()

audioSprite(key) → {Phaser.AudioSprite} Creates a new AudioSprite object. Parameters Name Type Description key string The Game.cache key of the sound that this object will use. Returns Phaser.AudioSprite - The newly created AudioSprite object. Source code: gameobjects/GameObjectCreator.js (Line 134)

GameObjectCreator#audio()

audio(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

Game#world

world : Phaser.World Reference to the world. Source code: core/Game.js (Line 216)

Game#width

[readonly] width : integer The current Game Width in pixels. Do not modify this property directly: use Phaser.ScaleManager#setGameSize - eg. game.scale.setGameSize(width, height) - instead. Default Value 800 Source code: core/Game.js (Line 58)

Game#tweens

tweens : Phaser.TweenManager Reference to the tween manager. Source code: core/Game.js (Line 211)

Game#transparent

transparent : boolean Use a transparent canvas background or not. Source code: core/Game.js (Line 96)

Game#time

time : Phaser.Time Reference to the core game clock. Source code: core/Game.js (Line 206)