# typedef_types

fk_id: property-18721
name:
Object.<string, (number|string|Phaser.Types.Tweens.GetEndCallback|Phaser.Types.Tweens.TweenPropConfig)>


# params

id: param-91
parentClass: Phaser.GameObjects.Blitter
name: texture
type: string
defaultValue: '__DEFAULT'
description:
The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager.


id: param-92
parentClass: Phaser.GameObjects.Blitter
name: frame
type: string | number
defaultValue: 0
description:
The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.


id: param-112
parentClass: Phaser.GameObjects.DOMElement
name: element
type: Element | string
description:
An existing DOM element, or a string. If a string starting with a # it will do a `getElementById` look-up on the string (minus the hash). Without a hash, it represents the type of element to create, i.e. 'div'.


id: param-113
parentClass: Phaser.GameObjects.DOMElement
name: style
type: string | any
description:
If a string, will be set directly as the elements `style` property value. If a plain object, will be iterated and the values transferred. In both cases the values replacing whatever CSS styles may have been previously set.


id: param-114
parentClass: Phaser.GameObjects.DOMElement
name: innerText
type: string
description:
If given, will be set directly as the elements `innerText` property value, replacing whatever was there before.


id: param-123
parentClass: Phaser.GameObjects.Group
name: children
description: Game Objects to add to this group; or the `config` argument.
type:
Array.<Phaser.GameObjects.GameObject> | Phaser.Types.GameObjects.Group.GroupConfig | Phaser.Types.GameObjects.Group.GroupCreateConfig


id: param-124
parentClass: Phaser.GameObjects.Group
name: config
type: Phaser.Types.GameObjects.Group.GroupConfig | Phaser.Types.GameObjects.Group.GroupCreateConfig
description:
Settings for this group. If `key` is set, Phaser.GameObjects.Group#createMultiple is also called with these settings.


id: param-128
parentClass: Phaser.GameObjects.Image
name: texture
type: string | Phaser.Textures.Texture
description:
The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.


id: param-145
parentClass: Phaser.GameObjects.Mesh
name: vertices
type: Array.<number>
description:
The vertices array. Either `xy` pairs, or `xyz` if the `containsZ` parameter is `true` (but see note).


id: param-148
parentClass: Phaser.GameObjects.Mesh
name: containsZ
type: boolean
defaultValue: false
description:
Does the vertices data include a `z` component? Note: If not, it will be assumed `z=0`, see method `panZ` or `setOrtho`.


id: param-165
parentClass: Phaser.GameObjects.Particles.ParticleEmitterManager
name: texture
type: string
description:
The key of the Texture this Emitter Manager will use to render particles, as stored in the Texture Manager.


id: param-167
parentClass: Phaser.GameObjects.Particles.ParticleEmitterManager
name: emitters
description: Configuration settings for one or more emitters to create.
type:
Phaser.Types.GameObjects.Particles.ParticleEmitterConfig | Array.<Phaser.Types.GameObjects.Particles.ParticleEmitterConfig>


id: param-168
parentClass: Phaser.GameObjects.Particles.Zones.DeathZone
name: source
type: Phaser.Types.GameObjects.Particles.DeathZoneSource
description:
An object instance that has a `contains` method that returns a boolean when given `x` and `y` arguments.


id: param-199
parentClass: Phaser.GameObjects.Rope
name: texture
type: string
description:
The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. If not given, `__DEFAULT` is used.


id: param-201
parentClass: Phaser.GameObjects.Rope
name: points
type: number | Array.<Phaser.Types.Math.Vector2Like>
defaultValue: 2
description:
An array containing the vertices data for this Rope, or a number that indicates how many segments to split the texture frame into. If none is provided a simple quad is created. See `setPoints` to set this post-creation.


id: param-203
parentClass: Phaser.GameObjects.Rope
name: colors
type: Array.<number>
description:
An optional array containing the color data for this Rope. You should provide one color value per pair of vertices.


id: param-204
parentClass: Phaser.GameObjects.Rope
name: alphas
type: Array.<number>
description:
An optional array containing the alpha data for this Rope. You should provide one alpha value per pair of vertices.


id: param-211
parentClass: Phaser.GameObjects.Shader
name: textures
type: Array.<string>
description:
Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.


id: param-221
parentClass: Phaser.GameObjects.Arc
name: fillAlpha
type: number
description:
The alpha the arc will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-227
parentClass: Phaser.GameObjects.Curve
name: fillAlpha
type: number
description:
The alpha the curve will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-234
parentClass: Phaser.GameObjects.Ellipse
name: fillAlpha
type: number
description:
The alpha the ellipse will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-243
parentClass: Phaser.GameObjects.Grid
name: fillAlpha
type: number
description:
The alpha the grid cells will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-250
parentClass: Phaser.GameObjects.IsoBox
name: height
type: number
defaultValue: 32
description:
The height of the iso box. The left and right faces will be this tall. The overall height of the isobox will be this value plus half the `size` value.


id: param-258
parentClass: Phaser.GameObjects.IsoTriangle
name: height
type: number
defaultValue: 32
description:
The height of the iso triangle. The left and right faces will be this tall. The overall height of the iso triangle will be this value plus half the `size` value.


id: param-271
parentClass: Phaser.GameObjects.Line
name: strokeAlpha
type: number
description:
The alpha the line will be drawn in. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-277
parentClass: Phaser.GameObjects.Polygon
name: fillAlpha
type: number
description:
The alpha the polygon will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-284
parentClass: Phaser.GameObjects.Rectangle
name: fillAlpha
type: number
description:
The alpha the rectangle will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-295
parentClass: Phaser.GameObjects.Star
name: fillAlpha
type: number
description:
The alpha the star will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-306
parentClass: Phaser.GameObjects.Triangle
name: fillAlpha
type: number
description:
The alpha the triangle will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-362
parentClass: Phaser.Geom.Polygon
name: points
type: string | Array.<number> | Array.<Phaser.Types.Math.Vector2Like>
description:
List of points defining the perimeter of this Polygon. Several formats are supported:
- A string containing paired x y values separated by a single space: `'40 0 40 20 100 20 100 80 40 80 40 100 0 50'`
- An array of Point objects: `[new Phaser.Point(x1, y1), ...]`
- An array of objects with public x y properties: `[obj1, obj2, ...]`
- An array of paired numbers that represent point coordinates: `[x1,y1, x2,y2, ...]`
- An array of arrays with two elements representing x/y coordinates: `[[x1, y1], [x2, y2], ...]`


id: param-398
parentClass: Phaser.Loader.FileTypes.AnimationJSONFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".


id: param-403
parentClass: Phaser.Loader.FileTypes.AsepriteFile
name: textureURL
type: string | Array.<string>
description:
The absolute or relative URL to load the texture image file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".


id: param-404
parentClass: Phaser.Loader.FileTypes.AsepriteFile
name: atlasURL
type: object | string
description:
The absolute or relative URL to load the texture atlas json data file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". Or, a well formed JSON object.


id: param-405
parentClass: Phaser.Loader.FileTypes.AsepriteFile
name: textureXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.


id: param-406
parentClass: Phaser.Loader.FileTypes.AsepriteFile
name: atlasXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.


id: param-416
parentClass: Phaser.Loader.FileTypes.AtlasXMLFile
name: atlasURL
type: string
description:
The absolute or relative URL to load the texture atlas xml data file from. If undefined or `null` it will be set to `<key>.xml`, i.e. if `key` was "alien" then the URL will be "alien.xml".


id: param-418
parentClass: Phaser.Loader.FileTypes.AtlasXMLFile
name: atlasXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the atlas xml file. Used in replacement of the Loaders default XHR Settings.


id: param-426
parentClass: Phaser.Loader.FileTypes.AudioSpriteFile
name: jsonURL
type: string
description:
The absolute or relative URL to load the json file from. Or a well formed JSON object to use instead.


id: param-427
parentClass: Phaser.Loader.FileTypes.AudioSpriteFile
name: audioURL
type: Object
description:
The absolute or relative URL to load the audio file from. If empty it will be obtained by parsing the JSON file.


id: param-429
parentClass: Phaser.Loader.FileTypes.AudioSpriteFile
name: audioXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings.


id: param-430
parentClass: Phaser.Loader.FileTypes.AudioSpriteFile
name: jsonXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.


id: param-433
parentClass: Phaser.Loader.FileTypes.BinaryFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.bin`, i.e. if `key` was "alien" then the URL will be "alien.bin".


id: param-438
parentClass: Phaser.Loader.FileTypes.BitmapFontFile
name: textureURL
type: string | Array.<string>
description:
The absolute or relative URL to load the font image file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".


id: param-439
parentClass: Phaser.Loader.FileTypes.BitmapFontFile
name: fontDataURL
type: string
description:
The absolute or relative URL to load the font xml data file from. If undefined or `null` it will be set to `<key>.xml`, i.e. if `key` was "alien" then the URL will be "alien.xml".


id: param-440
parentClass: Phaser.Loader.FileTypes.BitmapFontFile
name: textureXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the font image file. Used in replacement of the Loaders default XHR Settings.


id: param-441
parentClass: Phaser.Loader.FileTypes.BitmapFontFile
name: fontDataXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the font data xml file. Used in replacement of the Loaders default XHR Settings.


id: param-444
parentClass: Phaser.Loader.FileTypes.CSSFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js".


id: param-448
parentClass: Phaser.Loader.FileTypes.GLSLFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".


id: param-449
parentClass: Phaser.Loader.FileTypes.GLSLFile
name: shaderType
type: string
defaultValue: 'fragment'
description:
The type of shader. Either `fragment` for a fragment shader, or `vertex` for a vertex shader. This is ignored if you load a shader bundle.


id: param-457
parentClass: Phaser.Loader.FileTypes.HTMLFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.html`, i.e. if `key` was "alien" then the URL will be "alien.html".


id: param-461
parentClass: Phaser.Loader.FileTypes.HTMLTextureFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".


id: param-472
parentClass: Phaser.Loader.FileTypes.JSONFile
name: url
type: object | string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". Or, can be a fully formed JSON Object.


id: param-476
parentClass: Phaser.Loader.FileTypes.MultiAtlasFile
name: key
type: string | Phaser.Types.Loader.FileTypes.MultiAtlasFileConfig
description:
The key of the file. Must be unique within both the Loader and the Texture Manager. Or a config object.


id: param-484
parentClass: Phaser.Loader.FileTypes.MultiScriptFile
name: url
type: Array.<string>
description:
An array of absolute or relative URLs to load the script files from. They are processed in the order given in the array.


id: param-485
parentClass: Phaser.Loader.FileTypes.MultiScriptFile
name: xhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the script files. Used in replacement of the Loaders default XHR Settings.


id: param-488
parentClass: Phaser.Loader.FileTypes.OBJFile
name: objURL
type: string
description:
The absolute or relative URL to load the obj file from. If undefined or `null` it will be set to `<key>.obj`, i.e. if `key` was "alien" then the URL will be "alien.obj".


id: param-489
parentClass: Phaser.Loader.FileTypes.OBJFile
name: matURL
type: string
description:
The absolute or relative URL to load the material file from. If undefined or `null` it will be set to `<key>.mat`, i.e. if `key` was "alien" then the URL will be "alien.mat".


id: param-524
parentClass: Phaser.Loader.FileTypes.SVGFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.svg`, i.e. if `key` was "alien" then the URL will be "alien.svg".


id: param-533
parentClass: Phaser.Loader.FileTypes.TilemapCSVFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.csv`, i.e. if `key` was "alien" then the URL will be "alien.csv".


id: param-541
parentClass: Phaser.Loader.FileTypes.TilemapJSONFile
name: url
type: object | string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". Or, a well formed JSON object.


id: param-546
parentClass: Phaser.Loader.FileTypes.UnityAtlasFile
name: atlasURL
type: string
description:
The absolute or relative URL to load the texture atlas data file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".


id: param-548
parentClass: Phaser.Loader.FileTypes.UnityAtlasFile
name: atlasXhrSettings
type: Phaser.Types.Loader.XHRSettingsObject
description:
An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.


id: param-552
parentClass: Phaser.Loader.FileTypes.VideoFile
name: loadEvent
type: string
description:
The load event to listen for when _not_ loading as a blob. Either 'loadeddata', 'canplay' or 'canplaythrough'.


id: param-558
parentClass: Phaser.Loader.FileTypes.XMLFile
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.xml`, i.e. if `key` was "alien" then the URL will be "alien.xml".


id: param-607
parentClass: Phaser.Physics.Arcade.Group
name: children
description: Game Objects to add to this group; or the `config` argument.
type:
Array.<Phaser.GameObjects.GameObject> | Phaser.Types.Physics.Arcade.PhysicsGroupConfig | Phaser.Types.GameObjects.Group.GroupCreateConfig


id: param-698
parentClass: Phaser.Structs.Size
name: parent
type: any
defaultValue: null
description:
The parent of this Size component. Can be any object with public `width` and `height` properties. Dimensions are clamped to keep them within the parent bounds where possible.


id: param-718
parentClass: Phaser.Textures.TextureSource
name: source
description: The source image data.
type:
HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | Phaser.GameObjects.RenderTexture | WebGLTexture


id: param-738
parentClass: Phaser.Tilemaps.Tile
name: baseWidth
type: number
description:
The base width a tile in the map (in pixels). Tiled maps support
multiple tileset sizes within one map, but they are still placed at intervals of the base
tile width.


id: param-739
parentClass: Phaser.Tilemaps.Tile
name: baseHeight
type: number
description:
The base height of the tile in pixels (in pixels). Tiled maps
support multiple tileset sizes within one map, but they are still placed at intervals of the
base tile height.


id: param-745
parentClass: Phaser.Tilemaps.TilemapLayer
name: tileset
type: string | Array.<string> | Phaser.Tilemaps.Tileset | Array.<Phaser.Tilemaps.Tileset>
description:
The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.


id: param-754
parentClass: Phaser.Tilemaps.Tileset
name: tileProperties
type: object
defaultValue: {}
description:
Custom properties defined per tile in the Tileset.
These typically are custom properties created in Tiled when editing a tileset.


id: param-755
parentClass: Phaser.Tilemaps.Tileset
name: tileData
type: object
defaultValue: {}
description:
Data stored per tile. These typically are created in Tiled
when editing a tileset, e.g. from Tiled's tile collision editor or terrain editor.


id: param_event-859
parentClass: Phaser.Core.Events.POST_STEP
name: time
type: number
description:
The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.


id: param_event-860
parentClass: Phaser.Core.Events.POST_STEP
name: delta
type: number
description:
The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.


id: param_event-871
parentClass: Phaser.Data.Events.CHANGE_DATA_KEY
name: value
type: any
description:
The item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.


id: param_event-872
parentClass: Phaser.Data.Events.CHANGE_DATA_KEY
name: previousValue
type: any
description:
The previous item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.


id: param_event-875
parentClass: Phaser.Data.Events.REMOVE_DATA
name: data
type: any
description:
The item that was removed from the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.


id: param_event-878
parentClass: Phaser.Data.Events.SET_DATA
name: data
type: any
description:
The item that was added to the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.


id: param_event-920
parentClass: Phaser.Input.Events.GAMEOBJECT_DOWN
name: event
type: Phaser.Types.Input.EventData
description:
The Phaser input event. You can call `stopPropagation()` to halt it from going any further in the event flow.


id: param_event-948
parentClass: Phaser.Input.Events.GAMEOBJECT_POINTER_DOWN
name: localX
type: number
description:
The x coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.


id: param_event-949
parentClass: Phaser.Input.Events.GAMEOBJECT_POINTER_DOWN
name: localY
type: number
description:
The y coordinate that the Pointer interacted with this object on, relative to the Game Object's top-left position.


id: param_event-966
parentClass: Phaser.Input.Events.GAMEOBJECT_POINTER_WHEEL
name: deltaX
type: number
description:
The horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.


id: param_event-967
parentClass: Phaser.Input.Events.GAMEOBJECT_POINTER_WHEEL
name: deltaY
type: number
description:
The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device. This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.


id: param_event-968
parentClass: Phaser.Input.Events.GAMEOBJECT_POINTER_WHEEL
name: deltaZ
type: number
description:
The z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.


id: param_event-988
parentClass: Phaser.Input.Events.POINTER_DOWN
name: currentlyOver
type: Array.<Phaser.GameObjects.GameObject>
description:
An array containing all interactive Game Objects that the pointer was over when the event was created.


id: param_event-993
parentClass: Phaser.Input.Events.POINTER_OUT
name: justOut
type: Array.<Phaser.GameObjects.GameObject>
description:
An array containing all interactive Game Objects that the pointer moved out of when the event was created.


id: param_event-995
parentClass: Phaser.Input.Events.POINTER_OVER
name: justOver
type: Array.<Phaser.GameObjects.GameObject>
description:
An array containing all interactive Game Objects that the pointer moved over when the event was created.


id: param_event-1008
parentClass: Phaser.Input.Gamepad.Events.BUTTON_DOWN
name: value
type: number
description:
The value of the button at the time it was pressed. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.


id: param_event-1011
parentClass: Phaser.Input.Gamepad.Events.BUTTON_UP
name: value
type: number
description:
The value of the button at the time it was released. Between 0 and 1. Some Gamepads have pressure-sensitive buttons.


id: param_event-1022
parentClass: Phaser.Input.Keyboard.Events.ANY_KEY_DOWN
name: event
type: KeyboardEvent
description:
The native DOM Keyboard Event. You can inspect this to learn more about the key that was pressed, any modifiers, etc.


id: param_event-1023
parentClass: Phaser.Input.Keyboard.Events.ANY_KEY_UP
name: event
type: KeyboardEvent
description:
The native DOM Keyboard Event. You can inspect this to learn more about the key that was released, any modifiers, etc.


id: param_event-1025
parentClass: Phaser.Input.Keyboard.Events.COMBO_MATCH
name: event
type: KeyboardEvent
description:
The native DOM Keyboard Event of the final key in the combo. You can inspect this to learn more about any modifiers, etc.


id: param_event-1033
parentClass: Phaser.Loader.Events.ADD
name: type
type: string
description:
The [file type]{@link Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`.


id: param_event-1079
parentClass: Phaser.Physics.Matter.Events.COLLISION_ACTIVE
name: bodyA
type: MatterJS.BodyType
description:
The first body of the first colliding pair. The `event.pairs` array may contain more colliding bodies.


id: param_event-1080
parentClass: Phaser.Physics.Matter.Events.COLLISION_ACTIVE
name: bodyB
type: MatterJS.BodyType
description:
The second body of the first colliding pair. The `event.pairs` array may contain more colliding bodies.


id: param_event-1115
parentClass: Phaser.Scale.Events.ORIENTATION_CHANGE
name: orientation
type: string
description:
The new orientation value. Either `Phaser.Scale.Orientation.LANDSCAPE` or `Phaser.Scale.Orientation.PORTRAIT`.


id: param_event-1118
parentClass: Phaser.Scale.Events.RESIZE
name: displaySize
type: Phaser.Structs.Size
description:
A reference to the Display Size component. This is the scaled canvas size, after applying zoom and scale mode.


id: param_event-1119
parentClass: Phaser.Scale.Events.RESIZE
name: previousWidth
type: number
description:
If the `gameSize` has changed, this value contains its previous width, otherwise it contains the current width.


id: param_event-1120
parentClass: Phaser.Scale.Events.RESIZE
name: previousHeight
type: number
description:
If the `gameSize` has changed, this value contains its previous height, otherwise it contains the current height.


id: param-1231
parentClass: Phaser.Actions.AlignTo
name: position
type: number
description:
The position to align the items with. This is an align constant, such as `Phaser.Display.Align.LEFT_CENTER`.


id: param-1289
parentClass: Phaser.Actions.PlayAnimation
name: key
type: string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig
description:
The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.


id: param-1332
parentClass: Phaser.Actions.ScaleXY
name: scaleY
type: number
description:
The amount to be added to the `scaleY` property. If `undefined` or `null` it uses the `scaleX` value.


id: param-1357
parentClass: Phaser.Actions.SetHitArea
name: hitArea
type: *
description:
Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.


id: param-1358
parentClass: Phaser.Actions.SetHitArea
name: hitAreaCallback
type: Phaser.Types.Input.HitAreaCallback
description:
A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.


id: param-1390
parentClass: Phaser.Actions.SetScrollFactor
name: scrollFactorY
type: number
description:
The amount to set the `scrollFactorY` property to. If `undefined` or `null` it uses the `scrollFactorX` value.


id: param-1406
parentClass: Phaser.Actions.SetTint
name: topLeft
type: number
description:
The tint being applied to top-left corner of item. If other parameters are given no value, this tint will be applied to whole item.


id: param-1460
parentClass: Phaser.Animations.Animation
parentFunction: addFrame
name: config
type: string|Array.<Phaser.Types.Animations.AnimationFrame>
description:
Either a string, in which case it will use all frames from a texture with the matching key, or an array of Animation Frame configuration objects.


id: param-1484
parentClass: Phaser.Animations.AnimationManager
parentFunction: removeMix
name: animB
type: string|Phaser.Animations.Animation
description:
The string-based key, or instance of, Animation B. If not given, all mixes for Animation A will be removed.


id: param-1487
parentClass: Phaser.Animations.AnimationManager
parentFunction: add
name: key
type: string
description:
The key under which the Animation should be added. The Animation will be updated with it. Must be unique.


id: param-1494
parentClass: Phaser.Animations.AnimationManager
parentFunction: fromJSON
name: clearCurrentAnimations
type: boolean
defaultValue: false
description:
If set to `true`, the current animations will be removed (`anims.clear()`). If set to `false` (default), the animations in `data` will be added.


id: param-1504
parentClass: Phaser.Animations.AnimationManager
parentFunction: staggerPlay
name: stagger
type: number
description:
The amount of time, in milliseconds, to offset each play time by. If a negative value is given, it's applied to the children in reverse order.


id: param-1507
parentClass: Phaser.Animations.AnimationManager
parentFunction: toJSON
name: key
type: string
description:
The animation to get the JSONAnimation data from. If not provided, all animations are returned as an array.


id: param-1508
parentClass: Phaser.Animations.AnimationState
parentFunction: chain
name: key
description:
The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object, or an array of them.

type:
string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig|Array.<string>|Array.<Phaser.Animations.Animation>|Array.<Phaser.Types.Animations.PlayAnimationConfig>


id: param-1592
parentClass: Phaser.Cameras.Scene2D.BaseCamera
parentFunction: setMask
name: fixedPosition
type: boolean
defaultValue: true
description:
Should the mask translate along with the Camera, or be fixed in place and not impacted by the Cameras transform?


id: param-1603
parentClass: Phaser.Cameras.Scene2D.Camera
parentFunction: fadeIn
name: callback
type: function
description:
This callback will be invoked every frame for the duration of the effect.
It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.


id: param-1642
parentClass: Phaser.Cameras.Scene2D.Camera
parentFunction: pan
name: callback
type: Phaser.Types.Cameras.Scene2D.CameraPanCallback
description:
This callback will be invoked every frame for the duration of the effect.
It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
the current camera scroll x coordinate and the current camera scroll y coordinate.


id: param-1644
parentClass: Phaser.Cameras.Scene2D.Camera
parentFunction: rotateTo
name: radians
type: number
description:
The destination angle in radians to rotate the Camera viewport to. If the angle is positive then the rotation is clockwise else anticlockwise


id: param-1645
parentClass: Phaser.Cameras.Scene2D.Camera
parentFunction: rotateTo
name: shortestPath
type: boolean
defaultValue: false
description:
If shortest path is set to true the camera will rotate in the quickest direction clockwise or anti-clockwise.


id: param-1649
parentClass: Phaser.Cameras.Scene2D.Camera
parentFunction: rotateTo
name: callback
type: CameraRotateCallback
description:
This callback will be invoked every frame for the duration of the effect.
It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
the current camera rotation angle in radians.


id: param-1663
parentClass: Phaser.Cameras.Scene2D.Camera
parentFunction: startFollow
name: lerpX
type: number
defaultValue: 1
description:
A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.


id: param-1664
parentClass: Phaser.Cameras.Scene2D.Camera
parentFunction: startFollow
name: lerpY
type: number
defaultValue: 1
description:
A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.


id: param-1693
parentClass: Phaser.Cameras.Scene2D.Effects.Fade
parentFunction: start
name: direction
type: boolean
defaultValue: true
description:
The direction of the fade. `true` = fade out (transparent to color), `false` = fade in (color to transparent)


id: param-1747
parentClass: Phaser.Cameras.Scene2D.Effects.Zoom
parentFunction: start
name: callback
type: Phaser.Types.Cameras.Scene2D.CameraZoomCallback
description:
This callback will be invoked every frame for the duration of the effect.
It is sent three arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is,
and the current camera zoom value.


id: param-1761
parentClass: Phaser.Game
parentFunction: destroy
name: removeCanvas
type: boolean
description:
Set to `true` if you would like the parent canvas element removed from the DOM, or `false` to leave it in place.


id: param-1762
parentClass: Phaser.Game
parentFunction: destroy
name: noReturn
type: boolean
defaultValue: false
description:
If `true` all the core Phaser plugins are destroyed. You cannot create another instance of Phaser on the same web page if you do this.


id: param-1772
parentClass: Phaser.Curves.CubicBezier
parentFunction: draw
name: pointsTotal
type: number
defaultValue: 32
description:
The number of intermediary points that make up this curve. A higher number of points will result in a smoother curve.


id: param-1775
parentClass: Phaser.Curves.Curve
parentFunction: draw
name: pointsTotal
type: number
defaultValue: 32
description:
The resolution of the curve. The higher the value the smoother it will render, at the cost of rendering performance.


id: param-1788
parentClass: Phaser.Curves.Curve
parentFunction: getSpacedPoints
name: stepRate
type: number
description:
Step between points. Used to calculate the number of points to return when divisions is falsy. Ignored if divisions is positive.


id: param-1838
parentClass: Phaser.Curves.Path
parentFunction: cubicBezierTo
name: control1Y
type: number
description:
The y coordinate of the first control point. Not used if Vector2s are provided as the first 3 arguments.


id: param-1839
parentClass: Phaser.Curves.Path
parentFunction: cubicBezierTo
name: control2X
type: number
description:
The x coordinate of the second control point. Not used if Vector2s are provided as the first 3 arguments.


id: param-1840
parentClass: Phaser.Curves.Path
parentFunction: cubicBezierTo
name: control2Y
type: number
description:
The y coordinate of the second control point. Not used if Vector2s are provided as the first 3 arguments.


id: param-1846
parentClass: Phaser.Curves.Path
parentFunction: draw
name: pointsTotal
type: number
defaultValue: 32
description:
The number of points to draw for each Curve. Higher numbers result in a smoother curve but require more processing.


id: param-1855
parentClass: Phaser.Curves.Path
parentFunction: getBounds
name: accuracy
type: number
defaultValue: 16
description:
The accuracy of the bounds calculations. Higher values are more accurate at the cost of calculation speed.


id: param-1860
parentClass: Phaser.Curves.Path
parentFunction: getRandomPoint
name: out
type: Phaser.Math.Vector2
description:
`Vector2` instance that should be used for storing the result. If `undefined` a new `Vector2` will be created.


id: param-1868
parentClass: Phaser.Curves.Path
parentFunction: moveTo
name: x
type: number|Phaser.Math.Vector2
description:
The X coordinate of the position to move the path's end point to, or a `Vector2` containing the entire new end point.


id: param-1869
parentClass: Phaser.Curves.Path
parentFunction: moveTo
name: y
type: number
description:
The Y coordinate of the position to move the path's end point to, if a number was passed as the X coordinate.


id: param-1877
parentClass: Phaser.Curves.QuadraticBezier
parentFunction: draw
name: pointsTotal
type: number
defaultValue: 32
description:
Number of points to be used for drawing the curve. Higher numbers result in smoother curve but require more processing.


id: param-1888
parentClass: Phaser.Data.DataManager
parentFunction: query
name: search
type: RegExp
description:
A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj).


id: param-1889
parentClass: Phaser.Data.DataManager
parentFunction: set
name: key
type: string|object
description:
The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.


id: param-1928
parentClass: Phaser.Display.Align.In.QuickSet
name: position
type: number
description:
The position to align the Game Object with. This is an align constant, such as `ALIGN_CONST.LEFT_CENTER`.


id: param-1973
parentClass: Phaser.Display.Align.To.QuickSet
name: position
type: number
description:
The position to align the Game Object with. This is an align constant, such as `Phaser.Display.Align.LEFT_CENTER`.


id: param-2059
parentClass: Phaser.Display.Color
parentFunction: setFromHSV
name: s
type: number
description:
The saturation, in the range 0 - 1. This controls how much of the hue will be in the final color, where 1 is fully saturated and 0 will give you white.


id: param-2060
parentClass: Phaser.Display.Color
parentFunction: setFromHSV
name: v
type: number
description:
The value, in the range 0 - 1. This controls how dark the color is. Where 1 is as bright as possible and 0 is black.


id: param-2071
parentClass: Phaser.Display.Color.ColorSpectrum
name: limit
type: number
defaultValue: 1024
description:
How many colors should be returned? The maximum is 1024 but you can set a smaller quantity if required.


id: param-2183
parentClass: Phaser.DOM.AddToDOM
name: parent
type: string|HTMLElement
description:
The parent in which to add the element. Can be a string which is passed to `getElementById` or an actual DOM object.


id: param-2226
parentClass: Phaser.GameObjects.GameObjectCreator
parentFunction: dynamicBitmapText
name: addToScene
type: boolean
description:
Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.


id: param-2244
parentClass: Phaser.GameObjects.BitmapText
parentFunction: setDropShadow
name: alpha
type: number
defaultValue: 0.5
description:
The alpha of the drop shadow, given as a float between 0 and 1. This is combined with the Bitmap Text alpha as well.


id: param-2246
parentClass: Phaser.GameObjects.BitmapText
parentFunction: setCharacterTint
name: length
type: number
defaultValue: 1
description:
The number of characters to tint. Remember that spaces count as a character too. Pass -1 to tint all characters from `start` onwards.


id: param-2248
parentClass: Phaser.GameObjects.BitmapText
parentFunction: setCharacterTint
name: topLeft
type: number
defaultValue: 0xffffff
description:
The tint being applied to the top-left of the character. If not other values are given this value is applied evenly, tinting the whole character.


id: param-2255
parentClass: Phaser.GameObjects.BitmapText
parentFunction: setWordTint
name: topLeft
type: number
defaultValue: 0xffffff
description:
The tint being applied to the top-left of the word. If not other values are given this value is applied evenly, tinting the whole word.


id: param-2265
parentClass: Phaser.GameObjects.BitmapText
parentFunction: setFont
name: align
type: number
defaultValue: 0
description:
The alignment of the text in a multi-line BitmapText object. If not specified the current alignment will be used.


id: param-2300
parentClass: Phaser.GameObjects.Blitter
parentFunction: createFromCallback
name: callback
type: CreateCallback
description:
The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob.


id: param-2340
parentClass: Phaser.GameObjects.Components.Alpha
parentFunction: setAlpha
name: topLeft
type: number
defaultValue: 1
description:
The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.


id: param-2350
parentClass: Phaser.GameObjects.Components.Crop
parentFunction: setCrop
name: x
type: number|Phaser.Geom.Rectangle
description:
The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.


id: param-2360
parentClass: Phaser.GameObjects.Components.GetBounds
parentFunction: prepareBoundsOutput
name: includeParent
type: boolean
defaultValue: false
description:
If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?


id: param-2388
parentClass: Phaser.GameObjects.Components.PathFollower
parentFunction: setPath
name: config
description: Settings for the PathFollower.
type:
number|Phaser.Types.GameObjects.PathFollower.PathConfig|Phaser.Types.Tweens.NumberTweenBuilderConfig


id: param-2395
parentClass: Phaser.GameObjects.Components.Pipeline
parentFunction: setPipeline
name: pipelineData
type: object
description:
Optional pipeline data object that is _deep copied_ into the `pipelineData` property of this Game Object.


id: param-2396
parentClass: Phaser.GameObjects.Components.Pipeline
parentFunction: setPipeline
name: copyData
type: boolean
defaultValue: true
description:
Should the pipeline data object be _deep copied_ into the `pipelineData` property of this Game Object? If `false` it will be set by reference instead.


id: param-2397
parentClass: Phaser.GameObjects.Components.Pipeline
parentFunction: setPostPipeline
name: pipelines
description:
Either the string-based name of the pipeline, or a pipeline instance, or class, or an array of them.

type:
string|Array.<string>|function|Array.<function()>|Phaser.Renderer.WebGL.Pipelines.PostFXPipeline|Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>


id: param-2428
parentClass: Phaser.GameObjects.Components.Tint
parentFunction: setTint
name: topLeft
type: number
defaultValue: 0xffffff
description:
The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object.


id: param-2432
parentClass: Phaser.GameObjects.Components.Tint
parentFunction: setTintFill
name: topLeft
type: number
defaultValue: 0xffffff
description:
The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object.


id: param-2515
parentClass: Phaser.GameObjects.Container
parentFunction: pointToContainer
name: output
type: object|Phaser.Geom.Point|Phaser.Math.Vector2
description:
A destination object to store the transformed point in. If none given a Vector2 will be created and returned.


id: param-2522
parentClass: Phaser.GameObjects.Container
parentFunction: sort
name: handler
type: function
description:
Provide your own custom handler function. Will receive 2 children which it should compare and return a boolean.


id: param-2531
parentClass: Phaser.GameObjects.Container
parentFunction: getAll
name: value
type: any
description:
If property is set then the `property` must strictly equal this value to be included in the results.


id: param-2597
parentClass: Phaser.GameObjects.DOMElement
parentFunction: removeListener
name: events
type: string
description:
The DOM event/s to stop listening for. You can specify multiple events by separating them with spaces.


id: param-2599
parentClass: Phaser.GameObjects.DOMElement
parentFunction: createElement
name: tagName
type: string
description:
A string that specifies the type of element to be created. The nodeName of the created element is initialized with the value of tagName. Don't use qualified names (like "html:a") with this method.


id: param-2600
parentClass: Phaser.GameObjects.DOMElement
parentFunction: createElement
name: style
type: string|any
description:
Either a DOMString that holds the CSS styles to be applied to the created element, or an object the styles will be ready from.


id: param-2606
parentClass: Phaser.GameObjects.DOMElement
parentFunction: createFromCache
name: tagName
type: string
defaultValue: 'div'
description:
The tag name of the element into which all of the loaded html will be inserted. Defaults to a plain div tag.


id: param-2608
parentClass: Phaser.GameObjects.DOMElement
parentFunction: createFromHTML
name: tagName
type: string
defaultValue: 'div'
description:
The tag name of the element into which all of the html will be inserted. Defaults to a plain div tag.


id: param-2632
parentClass: Phaser.GameObjects.GameObject
parentFunction: setData
name: key
type: string|object
description:
The key to set the value for. Or an object of key value pairs. If an object the `data` argument is ignored.


id: param-2638
parentClass: Phaser.GameObjects.GameObject
parentFunction: setInteractive
name: hitArea
type: Phaser.Types.Input.InputConfiguration|any
description:
Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not given it will try to create a Rectangle based on the texture frame.


id: param-2639
parentClass: Phaser.GameObjects.GameObject
parentFunction: setInteractive
name: callback
type: Phaser.Types.Input.HitAreaCallback
description:
The callback that determines if the pointer is within the Hit Area shape or not. If you provide a shape you must also provide a callback.


id: param-2759
parentClass: Phaser.GameObjects.Graphics
parentFunction: arc
name: overshoot
type: number
defaultValue: 0
description:
This value allows you to increase the segment iterations in WebGL rendering. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly. Use small numbers such as 0.01 to start with and increase as needed.


id: param-2766
parentClass: Phaser.GameObjects.Graphics
parentFunction: slice
name: overshoot
type: number
defaultValue: 0
description:
This value allows you to overshoot the endAngle by this amount. Useful if the arc has a thick stroke and needs to overshoot to join-up cleanly.


id: param-2794
parentClass: Phaser.GameObjects.Group
parentFunction: createMultiple
name: config
description:
Creation settings. This can be a single configuration object or an array of such objects, which will be applied in turn.

type:
Phaser.Types.GameObjects.Group.GroupCreateConfig|Array.<Phaser.Types.GameObjects.Group.GroupCreateConfig>


id: param-2818
parentClass: Phaser.GameObjects.Group
parentFunction: getFirst
name: visible
type: boolean
defaultValue: true
description:
The {@link Phaser.GameObjects.Components.Visible#visible} state of a new Game Object (if one is created).


id: param-2942
parentClass: Phaser.GameObjects.GameObjectFactory
parentFunction: group
name: children
description: Game Objects to add to this Group; or the `config` argument.
type:
Array.<Phaser.GameObjects.GameObject>|Phaser.Types.GameObjects.Group.GroupConfig|Array.<Phaser.Types.GameObjects.Group.GroupConfig>


id: param-3014
parentClass: Phaser.GameObjects.Mesh
parentFunction: addVerticesFromObj
name: scale
type: number
defaultValue: 1
description:
An amount to scale the model data by. Use this if the model has exported too small, or large, to see.


id: param-3037
parentClass: Phaser.GameObjects.Mesh
parentFunction: addVertices
name: containsZ
type: boolean
defaultValue: false
description:
Does the vertices data include a `z` component? If not, it will be assumed `z=0`, see methods `panZ` or `setOrtho`.


id: param-3121
parentClass: Phaser.GameObjects.Particles.ParticleEmitter
parentFunction: setBounds
name: x
description: The x-coordinate of the left edge of the boundary, or an object representing a rectangle.
type:
number|Phaser.Types.GameObjects.Particles.ParticleEmitterBounds|Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt


id: param-3128
parentClass: Phaser.GameObjects.Particles.ParticleEmitter
parentFunction: setScaleX
name: value
description: The scale, relative to 1.
type:
Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType|Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType


id: param-3143
parentClass: Phaser.GameObjects.Particles.ParticleEmitter
parentFunction: setEmitZone
name: zoneConfig
description: An object describing the zone, or `undefined` to remove any current emit zone.
type:
Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig|Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig


id: param-3179
parentClass: Phaser.GameObjects.Particles.ParticleEmitterManager
parentFunction: emitParticle
name: count
type: number
description:
The number of particles to release from each emitter. The default is the emitter's own {@link Phaser.GameObjects.Particles.ParticleEmitter#quantity}.


id: param-3180
parentClass: Phaser.GameObjects.Particles.ParticleEmitterManager
parentFunction: emitParticle
name: x
type: number
description:
The x-coordinate to to emit particles from. The default is the x-coordinate of the emitter's current location.


id: param-3181
parentClass: Phaser.GameObjects.Particles.ParticleEmitterManager
parentFunction: emitParticle
name: y
type: number
description:
The y-coordinate to to emit particles from. The default is the y-coordinate of the emitter's current location.


id: param-3195
parentClass: Phaser.GameObjects.GameObjectFactory
parentFunction: particles
name: emitters
description: Configuration settings for one or more emitters to create.
type:
Phaser.Types.GameObjects.Particles.ParticleEmitterConfig|Array.<Phaser.Types.GameObjects.Particles.ParticleEmitterConfig>


id: param-3236
parentClass: Phaser.GameObjects.RenderTexture
parentFunction: erase
name: entries
type: any
description:
Any renderable Game Object, or Group, Container, Display List, other Render Texture, Texture Frame or an array of any of these.


id: param-3242
parentClass: Phaser.GameObjects.RenderTexture
parentFunction: draw
name: alpha
type: number
description:
The alpha value. Only used for Texture Frames and if not specified defaults to the `globalAlpha` property. Game Objects use their own current alpha value.


id: param-3243
parentClass: Phaser.GameObjects.RenderTexture
parentFunction: draw
name: tint
type: number
description:
WebGL only. The tint color value. Only used for Texture Frames and if not specified defaults to the `globalTint` property. Game Objects use their own current tint value.


id: param-3261
parentClass: Phaser.GameObjects.RenderTexture
parentFunction: endDraw
name: erase
type: boolean
defaultValue: false
description:
Draws all objects in this batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.


id: param-3292
parentClass: Phaser.GameObjects.RenderTexture
parentFunction: snapshotArea
name: encoderOptions
type: number
defaultValue: 0.92
description:
The image quality, between 0 and 1. Used for image formats with lossy compression, such as `image/jpeg`.


id: param-3318
parentClass: Phaser.GameObjects.Rope
parentFunction: setHorizontal
name: points
type: number|Array.<Phaser.Types.Math.Vector2Like>
description:
An array containing the vertices data for this Rope, or a number that indicates how many segments to split the texture frame into. If none is provided the current points length is used.


id: param-3327
parentClass: Phaser.GameObjects.Rope
parentFunction: setColors
name: colors
type: number|Array.<number>
description:
Either a single color value, or an array of values. If nothing is provided color is reset to 0xffffff.


id: param-3328
parentClass: Phaser.GameObjects.Rope
parentFunction: setPoints
name: points
type: number|Array.<Phaser.Types.Math.Vector2Like>
defaultValue: 2
description:
An array containing the vertices data for this Rope, or a number that indicates how many segments to split the texture frame into. If none is provided a simple quad is created.


id: param-3346
parentClass: Phaser.GameObjects.GameObjectFactory
parentFunction: rope
name: points
type: Array.<Phaser.Types.Math.Vector2Like>
description:
An array containing the vertices data for this Rope. If none is provided a simple quad is created. See `setPoints` to set this post-creation.


id: param-3356
parentClass: Phaser.GameObjects.Shader
parentFunction: setRenderToTexture
name: flipY
type: boolean
defaultValue: false
description:
Does this texture need vertically flipping before rendering? This should usually be set to `true` if being fed from a buffer.


id: param-3424
parentClass: Phaser.GameObjects.GameObjectFactory
parentFunction: circle
name: fillAlpha
type: number
description:
The alpha the circle will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-3473
parentClass: Phaser.GameObjects.Grid
parentFunction: setAltFillStyle
name: fillAlpha
type: number
defaultValue: 1
description:
The alpha the alternating grid cells will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-3475
parentClass: Phaser.GameObjects.Grid
parentFunction: setOutlineStyle
name: fillAlpha
type: number
defaultValue: 1
description:
The alpha the lines between the grid cells will be filled with. You can also set the alpha of the overall Shape using its `alpha` property.


id: param-3692
parentClass: Phaser.GameObjects.Text
parentFunction: getWrappedText
name: text
type: string
description:
The text for which the wrapping will be calculated. If unspecified, the Text objects current text will be used.


id: param-3719
parentClass: Phaser.GameObjects.Text
parentFunction: setWordWrapWidth
name: useAdvancedWrap
type: boolean
defaultValue: false
description:
Whether or not to use the advanced wrapping
algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false,
spaces and whitespace are left as is.


id: param-3720
parentClass: Phaser.GameObjects.Text
parentFunction: setWordWrapCallback
name: callback
type: TextStyleWordWrapCallback
description:
A custom function that will be responsible for wrapping the
text. It will receive two arguments: text (the string to wrap), textObject (this Text
instance). It should return the wrapped lines either as an array of lines or as a string with
newline characters in place to indicate where breaks should happen.


id: param-3791
parentClass: Phaser.GameObjects.TileSprite
parentFunction: setTileScale
name: x
type: number
description:
The horizontal scale of the tiling texture. If not given it will use the current `tileScaleX` value.


id: param-3811
parentClass: Phaser.GameObjects.Video
parentFunction: play
name: loop
type: boolean
defaultValue: false
description:
Should the video loop automatically when it reaches the end? Please note that not all browsers support _seamless_ video looping for all encoding formats.


id: param-3844
parentClass: Phaser.GameObjects.Video
parentFunction: setCurrentTime
name: value
type: string|number
description:
The playback time to seek to in seconds. Can be expressed as a string, such as `+2` to seek 2 seconds ahead from the current time.


id: param-3893
parentClass: Phaser.Geom.Circle
parentFunction: getPoint
name: position
type: number
description:
A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the circle.


id: param-3895
parentClass: Phaser.Geom.Circle
parentFunction: getPoints
name: quantity
type: number
description:
The amount of points to return. If a falsey value the quantity will be derived from the `stepRate` instead.


id: param-3906
parentClass: Phaser.Geom.Circle.CircumferencePoint
name: angle
type: number
description:
The angle from the center of the Circle to the circumference to return the point from. Given in radians.


id: param-3908
parentClass: Phaser.Geom.Circle.Clone
name: source
type: Phaser.Geom.Circle|object
description:
The Circle to be cloned. Can be an instance of a Circle or a circle-like object, with x, y and radius properties.


id: param-3921
parentClass: Phaser.Geom.Circle.GetBounds
name: out
type: Phaser.Geom.Rectangle|object
description:
A Rectangle, or rectangle-like object, to store the circle bounds in. If not given a new Rectangle will be created.


id: param-3939
parentClass: Phaser.Geom.Ellipse.CircumferencePoint
name: angle
type: number
description:
The angle from the center of the Ellipse to the circumference to return the point from. Given in radians.


id: param-3941
parentClass: Phaser.Geom.Ellipse.Clone
name: source
type: Phaser.Geom.Ellipse
description:
The Ellipse to be cloned. Can be an instance of an Ellipse or a ellipse-like object, with x, y, width and height properties.


id: param-3953
parentClass: Phaser.Geom.Ellipse
parentFunction: getPoint
name: position
type: number
description:
A value between 0 and 1, where 0 equals 0 degrees, 0.5 equals 180 degrees and 1 equals 360 around the ellipse.


id: param-3970
parentClass: Phaser.Geom.Ellipse.GetBounds
name: out
type: Phaser.Geom.Rectangle|object
description:
A Rectangle, or rectangle-like object, to store the ellipse bounds in. If not given a new Rectangle will be created.


id: param-4015
parentClass: Phaser.Geom.Intersects.GetRectangleIntersection
name: output
type: Phaser.Geom.Rectangle
description:
Optional Rectangle object. If given, the intersection data will be loaded into it (in case of no intersection, it will be left unchanged). Otherwise, new Rectangle object will be created and returned with either intersection data or empty (all values set to zero), if there is no intersection.


id: param-4033
parentClass: Phaser.Geom.Intersects.LineToCircle
name: nearest
type: Phaser.Geom.Point|any
description:
An optional Point-like object. If given the closest point on the Line where the circle intersects will be stored in this object.


id: param-4077
parentClass: Phaser.Geom.Line.GetEasedPoints
name: quantity
type: number
description:
The number of points to return. Note that if you provide a `collinearThreshold`, the resulting array may not always contain this number of points.


id: param-4078
parentClass: Phaser.Geom.Line.GetEasedPoints
name: collinearThreshold
type: number
defaultValue: 0
description:
An optional threshold. The final array is reduced so that each point is spaced out at least this distance apart. This helps reduce clustering in noisey eases.


id: param-4092
parentClass: Phaser.Geom.Line.GetPoints
name: stepRate
type: number
description:
The distance between each point on the line. When set, `quantity` is implied and should be set to `0`.


id: param-4093
parentClass: Phaser.Geom.Line.GetPoints
name: out
type: array|Array.<Phaser.Geom.Point>
description:
An optional array of Points, or point-like objects, to store the coordinates of the points on the line.


id: param-4166
parentClass: Phaser.Geom.Mesh.GenerateObjVerts
name: mesh
type: Phaser.GameObjects.Mesh
description:
An optional Mesh Game Object. If given, the generated Faces will be automatically added to this Mesh. Set to `null` to skip.


id: param-4223
parentClass: Phaser.Geom.Point.Interpolate
name: t
type: number
defaultValue: 0
description:
The amount to interpolate between the two points. Generally, a value between 0 (returns the starting `Point`) and 1 (returns the target `Point`). If omitted, 0 is used.


id: param-4224
parentClass: Phaser.Geom.Point.Interpolate
name: out
type: Phaser.Geom.Point|object
description:
An optional `Point` object whose `x` and `y` values will be set to the result of the interpolation (can also be any object with `x` and `y` properties). If omitted, a new `Point` created and returned.


id: param-4245
parentClass: Phaser.Geom.Polygon.Earcut
name: holeIndices
type: Array.<number>
description:
An array of hole indices if any (e.g. [5, 8] for a 12-vertex input would mean one hole with vertices 5–7 and another with 8–11).


id: param-4258
parentClass: Phaser.Geom.Polygon
parentFunction: setTo
name: points
type: string|Array.<number>|Array.<Phaser.Types.Math.Vector2Like>
description:
Points defining the perimeter of this polygon. Please check function description above for the different supported formats.


id: param-4265
parentClass: Phaser.Geom.Polygon.Simplify
name: highestQuality
type: boolean
defaultValue: false
description:
Excludes distance-based preprocessing step which leads to highest quality simplification but runs ~10-20 times slower.


id: param-4296
parentClass: Phaser.Geom.Rectangle.FromPoints
name: points
type: array
description:
An array of points (either arrays with two elements corresponding to the X and Y coordinate or an object with public `x` and `y` properties) which should be surrounded by the Rectangle.


id: param-4310
parentClass: Phaser.Geom.Rectangle.GetPoints
name: step
type: number
description:
Step between points. Used to calculate the number of points to return when quantity is falsey. Ignored if quantity is positive.


id: param-4311
parentClass: Phaser.Geom.Rectangle.GetPoints
name: quantity
type: number
description:
The number of evenly spaced points from the rectangles perimeter to return. If falsey, step param will be used to calculate the number of points.


id: param-4322
parentClass: Phaser.Geom.Rectangle.MarchingAnts
name: step
type: number
description:
The distance between each point of the perimeter. Set to `null` if you wish to use the `quantity` parameter instead.


id: param-4323
parentClass: Phaser.Geom.Rectangle.MarchingAnts
name: quantity
type: number
description:
The total number of points to return. The step is then calculated based on the length of the Rectangle, divided by this value.


id: param-4324
parentClass: Phaser.Geom.Rectangle.MarchingAnts
name: out
type: array|Array.<Phaser.Geom.Point>
description:
An array in which the perimeter points will be stored. If not given, a new array instance is created.


id: param-4326
parentClass: Phaser.Geom.Rectangle.MergePoints
name: points
type: Array.<Phaser.Geom.Point>
description:
An array of Points (or any object with public `x` and `y` properties) which should be merged with the Rectangle.


id: param-4347
parentClass: Phaser.Geom.Rectangle.RandomOutside
name: out
type: Phaser.Geom.Point
description:
A Point, or Point-like object to store the result in. If not specified, a new Point will be created.


id: param-4352
parentClass: Phaser.Geom.Rectangle
parentFunction: getPoints
name: quantity
type: number
description:
The number of points to return. Set to `false` or 0 to return an arbitrary number of points (`perimeter / stepRate`) evenly spaced around the Rectangle based on the `stepRate`.


id: param-4372
parentClass: Phaser.Geom.Rectangle.Scale
name: y
type: number
description:
The amount by which to scale the rectangle vertically. If this is not specified, the rectangle will be scaled by the factor `x` in both directions.


id: param-4385
parentClass: Phaser.Geom.Triangle.BuildRight
name: x
type: number
description:
The X coordinate of the right angle, which will also be the first X coordinate of the constructed Triangle.


id: param-4386
parentClass: Phaser.Geom.Triangle.BuildRight
name: y
type: number
description:
The Y coordinate of the right angle, which will also be the first Y coordinate of the constructed Triangle.


id: param-4406
parentClass: Phaser.Geom.Triangle.ContainsArray
name: out
type: array
description:
If provided, the points that are within the triangle will be appended to this array instead of being added to a new array. If `returnFirst` is true, only the first point found within the triangle will be appended. This array will also be returned by this function.


id: param-4417
parentClass: Phaser.Geom.Triangle.GetPoint
name: out
type: Phaser.Geom.Point|object
description:
An option Point, or Point-like object to store the value in. If not given a new Point will be created.


id: param-4419
parentClass: Phaser.Geom.Triangle.GetPoints
name: quantity
type: number
description:
The number of evenly spaced points to return. Set to 0 to return an arbitrary number of points based on the `stepRate`.


id: param-4443
parentClass: Phaser.Geom.Triangle
parentFunction: getPoints
name: quantity
type: number
description:
Number of points to be generated. Can be falsey when `stepRate` should be used. All points have the same distance along the triangle.


id: param-4568
parentClass: Phaser.Input.InputPlugin
parentFunction: setGlobalTopOnly
name: value
type: boolean
description:
Set to `true` to stop processing input events on the Scene that receives it, or `false` to let the event continue down the Scene list.


id: param-4569
parentClass: Phaser.Input.InputPlugin
parentFunction: setTopOnly
name: value
type: boolean
description:
`true` to only include the top-most Game Object, or `false` to include all Game Objects in a hit test.


id: param-4596
parentClass: Phaser.Input.Keyboard.KeyboardPlugin
parentFunction: addKeys
name: emitOnRepeat
type: boolean
defaultValue: false
description:
Controls if the Key will continuously emit a 'down' event while being held down (true), or emit the event just once (false, the default).


id: param-4643
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: animation
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Array.<Phaser.Types.Loader.FileTypes.JSONFileConfig>


id: param-4645
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: animation
name: dataKey
type: string
description:
When the Animation JSON file loads only this property will be stored in the Cache and used to create animation data.


id: param-4647
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: aseprite
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.AsepriteFileConfig|Array.<Phaser.Types.Loader.FileTypes.AsepriteFileConfig>


id: param-4652
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: atlas
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.AtlasJSONFileConfig|Array.<Phaser.Types.Loader.FileTypes.AtlasJSONFileConfig>


id: param-4657
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: atlasXML
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.AtlasXMLFileConfig|Array.<Phaser.Types.Loader.FileTypes.AtlasXMLFileConfig>


id: param-4662
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: audio
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.AudioFileConfig|Array.<Phaser.Types.Loader.FileTypes.AudioFileConfig>


id: param-4667
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: audioSprite
name: key
description: The key to use for this file, or a file configuration object, or an array of objects.
type:
string|Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig|Array.<Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig>


id: param-4673
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: binary
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.BinaryFileConfig|Array.<Phaser.Types.Loader.FileTypes.BinaryFileConfig>


id: param-4677
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: bitmapFont
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.BitmapFontFileConfig|Array.<Phaser.Types.Loader.FileTypes.BitmapFontFileConfig>


id: param-4682
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: css
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.CSSFileConfig|Array.<Phaser.Types.Loader.FileTypes.CSSFileConfig>


id: param-4683
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: css
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.css`, i.e. if `key` was "alien" then the URL will be "alien.css".


id: param-4690
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: glsl
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.GLSLFileConfig|Array.<Phaser.Types.Loader.FileTypes.GLSLFileConfig>


id: param-4691
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: glsl
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.glsl`, i.e. if `key` was "alien" then the URL will be "alien.glsl".


id: param-4694
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: html
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.HTMLFileConfig|Array.<Phaser.Types.Loader.FileTypes.HTMLFileConfig>


id: param-4697
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: htmlTexture
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig|Array.<Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig>


id: param-4702
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: image
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.ImageFileConfig|Array.<Phaser.Types.Loader.FileTypes.ImageFileConfig>


id: param-4710
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: multiatlas
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.MultiAtlasFileConfig|Array.<Phaser.Types.Loader.FileTypes.MultiAtlasFileConfig>


id: param-4711
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: multiatlas
name: atlasURL
type: string
description:
The absolute or relative URL to load the texture atlas json data file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".


id: param-4715
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: scripts
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.MultiScriptFileConfig|Array.<Phaser.Types.Loader.FileTypes.MultiScriptFileConfig>


id: param-4719
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: obj
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.OBJFileConfig|Array.<Phaser.Types.Loader.FileTypes.OBJFileConfig>


id: param-4724
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: pack
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.PackFileConfig|Array.<Phaser.Types.Loader.FileTypes.PackFileConfig>


id: param-4728
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: plugin
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.PluginFileConfig|Array.<Phaser.Types.Loader.FileTypes.PluginFileConfig>


id: param-4729
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: plugin
name: url
type: string|function
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js". Or, a plugin function.


id: param-4733
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: sceneFile
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.SceneFileConfig|Array.<Phaser.Types.Loader.FileTypes.SceneFileConfig>


id: param-4736
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: scenePlugin
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.ScenePluginFileConfig|Array.<Phaser.Types.Loader.FileTypes.ScenePluginFileConfig>


id: param-4737
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: scenePlugin
name: url
type: string|function
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js". Or, set to a plugin function.


id: param-4741
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: script
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.ScriptFileConfig|Array.<Phaser.Types.Loader.FileTypes.ScriptFileConfig>


id: param-4744
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: spritesheet
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.SpriteSheetFileConfig|Array.<Phaser.Types.Loader.FileTypes.SpriteSheetFileConfig>


id: param-4748
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: svg
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.SVGFileConfig|Array.<Phaser.Types.Loader.FileTypes.SVGFileConfig>


id: param-4752
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: text
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.TextFileConfig|Array.<Phaser.Types.Loader.FileTypes.TextFileConfig>


id: param-4755
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: tilemapCSV
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.TilemapCSVFileConfig|Array.<Phaser.Types.Loader.FileTypes.TilemapCSVFileConfig>


id: param-4758
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: tilemapImpact
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.TilemapImpactFileConfig|Array.<Phaser.Types.Loader.FileTypes.TilemapImpactFileConfig>


id: param-4761
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: tilemapTiledJSON
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.TilemapJSONFileConfig|Array.<Phaser.Types.Loader.FileTypes.TilemapJSONFileConfig>


id: param-4764
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: unityAtlas
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.UnityAtlasFileConfig|Array.<Phaser.Types.Loader.FileTypes.UnityAtlasFileConfig>


id: param-4771
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: video
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.VideoFileConfig|Array.<Phaser.Types.Loader.FileTypes.VideoFileConfig>


id: param-4773
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: video
name: loadEvent
type: string
defaultValue: 'loadeddata'
description:
The load event to listen for when _not_ loading as a blob. Either `loadeddata`, `canplay` or `canplaythrough`.


id: param-4777
parentClass: Phaser.Loader.LoaderPlugin
parentFunction: xml
name: key
description: The key to use for this file, or a file configuration object, or array of them.
type:
string|Phaser.Types.Loader.FileTypes.XMLFileConfig|Array.<Phaser.Types.Loader.FileTypes.XMLFileConfig>


id: param-4898
parentClass: Phaser.Math.Easing.Elastic.In
name: period
type: number
defaultValue: 0.1
description:
Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.


id: param-5297
parentClass: Phaser.Physics.Arcade.ArcadePhysics
parentFunction: overlap
name: processCallback
type: ArcadePhysicsCallback
description:
An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `collideCallback` will only be called if this callback returns `true`.


id: param-5302
parentClass: Phaser.Physics.Arcade.ArcadePhysics
parentFunction: collide
name: processCallback
type: ArcadePhysicsCallback
description:
An optional callback function that lets you perform additional checks against the two objects if they collide. If this is set then `collideCallback` will only be called if this callback returns `true`.


id: param-5326
parentClass: Phaser.Physics.Arcade.ArcadePhysics
parentFunction: closest
name: targets
description: The targets.
type:
Array.<Phaser.Physics.Arcade.Body>|Array.<Phaser.Physics.Arcade.StaticBody>|Array.<Phaser.GameObjects.GameObject>


id: param-5333
parentClass: Phaser.Physics.Arcade.ArcadePhysics
parentFunction: moveTo
name: maxTime
type: number
defaultValue: 0
description:
Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.


id: param-5338
parentClass: Phaser.Physics.Arcade.ArcadePhysics
parentFunction: velocityFromAngle
name: angle
type: number
description:
The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)


id: param-5362
parentClass: Phaser.Physics.Arcade.Body
parentFunction: setSize
name: width
type: number
description:
The width of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.


id: param-5363
parentClass: Phaser.Physics.Arcade.Body
parentFunction: setSize
name: height
type: number
description:
The height of the Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.


id: param-5364
parentClass: Phaser.Physics.Arcade.Body
parentFunction: setSize
name: center
type: boolean
defaultValue: true
description:
Modify the Body's `offset`, placing the Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method.


id: param-5461
parentClass: Phaser.Physics.Arcade.Components.Gravity
parentFunction: setGravity
name: y
type: number
defaultValue: x
description:
The gravitational force to be applied to the Y-axis. If this is not specified, the X value will be used.


id: param-5479
parentClass: Phaser.Physics.Arcade.Components.Size
parentFunction: setOffset
name: y
type: number
defaultValue: x
description:
The amount to offset the body from the parent Game Object along the y-axis. Defaults to the value given for the x-axis.


id: param-5489
parentClass: Phaser.Physics.Arcade.Components.Velocity
parentFunction: setVelocity
name: x
type: number
description:
The horizontal velocity of the body. Positive values move the body to the right, while negative values move it to the left.


id: param-5490
parentClass: Phaser.Physics.Arcade.Components.Velocity
parentFunction: setVelocity
name: y
type: number
defaultValue: x
description:
The vertical velocity of the body. Positive values move the body down, while negative values move it up.


id: param-5495
parentClass: Phaser.Physics.Arcade.Factory
parentFunction: collider
name: object1
description: The first object to check for collision.
type:
Phaser.GameObjects.GameObject|Array.<Phaser.GameObjects.GameObject>|Phaser.GameObjects.Group|Array.<Phaser.GameObjects.Group>


id: param-5523
parentClass: Phaser.Physics.Arcade.Factory
parentFunction: staticGroup
name: children
description: Game Objects to add to this group; or the `config` argument.
type:
Array.<Phaser.GameObjects.GameObject>|Phaser.Types.GameObjects.Group.GroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig


id: param-5525
parentClass: Phaser.Physics.Arcade.Factory
parentFunction: group
name: children
description: Game Objects to add to this group; or the `config` argument.
type:
Array.<Phaser.GameObjects.GameObject>|Phaser.Types.Physics.Arcade.PhysicsGroupConfig|Phaser.Types.GameObjects.Group.GroupCreateConfig


id: param-5530
parentClass: Phaser.Physics.Arcade.GetOverlapX
name: bias
type: number
description:
A value added to the delta values during collision checks. Increase it to prevent sprite tunneling(sprites passing through another instead of colliding).


id: param-5539
parentClass: Phaser.Physics.Arcade.Group
parentFunction: setVelocity
name: step
type: number
defaultValue: 0
description:
The velocity increment. When set, the first member receives velocity (x, y), the second (x + step, y + step), and so on.


id: param-5541
parentClass: Phaser.Physics.Arcade.Group
parentFunction: setVelocityX
name: step
type: number
defaultValue: 0
description:
The velocity increment. When set, the first member receives velocity (x), the second (x + step), and so on.


id: param-5543
parentClass: Phaser.Physics.Arcade.Group
parentFunction: setVelocityY
name: step
type: number
defaultValue: 0
description:
The velocity increment. When set, the first member receives velocity (y), the second (y + step), and so on.


id: param-5556
parentClass: Phaser.Physics.Arcade.StaticBody
parentFunction: setSize
name: width
type: number
description:
The width of the Static Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame width.


id: param-5557
parentClass: Phaser.Physics.Arcade.StaticBody
parentFunction: setSize
name: height
type: number
description:
The height of the Static Body in pixels. Cannot be zero. If not given, and the parent Game Object has a frame, it will use the frame height.


id: param-5558
parentClass: Phaser.Physics.Arcade.StaticBody
parentFunction: setSize
name: center
type: boolean
defaultValue: true
description:
Place the Static Body's center on its Game Object's center. Only works if the Game Object has the `getCenter` method.


id: param-5657
parentClass: Phaser.Physics.Arcade.World
parentFunction: overlap
name: processCallback
type: ArcadePhysicsCallback
description:
An optional callback function that lets you perform additional checks against the two objects if they overlap. If this is set then `overlapCallback` will only be called if this callback returns `true`.


id: param-5757
parentClass: Phaser.Physics.Matter.Components.Bounce
parentFunction: setBounce
name: value
type: number
description:
A Number that defines the restitution (elasticity) of the body. The value is always positive and is in the range (0, 1). A value of 0 means collisions may be perfectly inelastic and no bouncing may occur. A value of 0.8 means the body may bounce back with approximately 80% of its kinetic energy. Note that collision response is based on pairs of bodies, and that restitution values are combined with the following formula: `Math.max(bodyA.restitution, bodyB.restitution)`


id: param-5773
parentClass: Phaser.Physics.Matter.Components.Friction
parentFunction: setFriction
name: value
type: number
description:
The new friction of the body, between 0 and 1, where 0 allows the Body to slide indefinitely, while 1 allows it to stop almost immediately after a force is applied.


id: param-5774
parentClass: Phaser.Physics.Matter.Components.Friction
parentFunction: setFriction
name: air
type: number
description:
If provided, the new air resistance of the Body. The higher the value, the faster the Body will slow as it moves through space. 0 means the body has no air resistance.


id: param-5775
parentClass: Phaser.Physics.Matter.Components.Friction
parentFunction: setFriction
name: fstatic
type: number
description:
If provided, the new static friction of the Body. The higher the value (e.g. 10), the more force it will take to initially get the Body moving when it is nearly stationary. 0 means the body will never "stick" when it is nearly stationary.


id: param-5787
parentClass: Phaser.Physics.Matter.Components.SetBody
parentFunction: setPolygon
name: radius
type: number
description:
The "radius" of the polygon, i.e. the distance from its center to any vertex. This is also the radius of its circumcircle.


id: param-5792
parentClass: Phaser.Physics.Matter.Components.SetBody
parentFunction: setTrapezoid
name: slope
type: number
description:
The slope of the trapezoid. 0 creates a rectangle, while 1 creates a triangle. Positive values make the top side shorter, while negative values make the bottom side shorter.


id: param-5798
parentClass: Phaser.Physics.Matter.Components.Sleep
parentFunction: setSleepThreshold
name: value
type: number
defaultValue: 60
description:
A `Number` that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping.


id: param-5815
parentClass: Phaser.Physics.Matter.Components.Velocity
parentFunction: setVelocity
name: y
type: number
defaultValue: x
description:
The vertical velocity value, it can be either positive or negative. If not given, it will be the same as the `x` value.


id: param-5861
parentClass: Phaser.Physics.Matter.Factory
parentFunction: imageStack
name: frame
type: string|number
description:
An optional frame from the Texture this Game Object is rendering with. Set to `null` to skip this value.


id: param-5884
parentClass: Phaser.Physics.Matter.Factory
parentFunction: chain
name: xOffsetA
type: number
description:
The horizontal offset of the BodyA constraint. This is a percentage based on the body size, not a world position.


id: param-5885
parentClass: Phaser.Physics.Matter.Factory
parentFunction: chain
name: yOffsetA
type: number
description:
The vertical offset of the BodyA constraint. This is a percentage based on the body size, not a world position.


id: param-5886
parentClass: Phaser.Physics.Matter.Factory
parentFunction: chain
name: xOffsetB
type: number
description:
The horizontal offset of the BodyB constraint. This is a percentage based on the body size, not a world position.


id: param-5887
parentClass: Phaser.Physics.Matter.Factory
parentFunction: chain
name: yOffsetB
type: number
description:
The vertical offset of the BodyB constraint. This is a percentage based on the body size, not a world position.


id: param-5888
parentClass: Phaser.Physics.Matter.Factory
parentFunction: chain
name: options
type: Phaser.Types.Physics.Matter.MatterConstraintConfig
description:
An optional Constraint configuration object that is used to set initial Constraint properties on creation.


id: param-5916
parentClass: Phaser.Physics.Matter.Factory
parentFunction: joint
name: length
type: number
description:
A Number that specifies the target resting length of the constraint. If not given it is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.


id: param-5917
parentClass: Phaser.Physics.Matter.Factory
parentFunction: joint
name: stiffness
type: number
defaultValue: 1
description:
A Number that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting `constraint.length`. A value of `1` means the constraint should be very stiff. A value of `0.2` means the constraint acts as a soft spring.


id: param-5930
parentClass: Phaser.Physics.Matter.Factory
parentFunction: worldConstraint
name: length
type: number
description:
A number that specifies the target resting length of the constraint. If not given it is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.


id: param-5966
parentClass: Phaser.Physics.Matter.MatterPhysics
parentFunction: intersectRect
name: outside
type: boolean
defaultValue: false
description:
If `false` it checks for vertices inside the area, if `true` it checks for vertices outside the area.


id: param-5975
parentClass: Phaser.Physics.Matter.MatterPhysics
parentFunction: intersectBody
name: bodies
type: Array.<Phaser.Types.Physics.Matter.MatterBody>
description:
An array of bodies to check the target body against. If not provided it will search all bodies in the world.


id: param-5977
parentClass: Phaser.Physics.Matter.MatterPhysics
parentFunction: overlap
name: bodies
type: Array.<Phaser.Types.Physics.Matter.MatterBody>
description:
The second body, or array of bodies, to check. If falsey it will check against all bodies in the world.


id: param-5979
parentClass: Phaser.Physics.Matter.MatterPhysics
parentFunction: overlap
name: processCallback
type: ArcadePhysicsCallback
description:
An optional callback function that lets you perform additional checks against the two bodies if they overlap. If this is set then `overlapCallback` will only be invoked if this callback returns `true`.


id: param-5988
parentClass: Phaser.Physics.Matter.MatterPhysics
parentFunction: setVelocity
name: bodies
type: Phaser.Types.Physics.Matter.MatterBody|Array.<Phaser.Types.Physics.Matter.MatterBody>
description:
Either a single Body, or an array of bodies to update. If falsey it will use all bodies in the world.


id: param-6011
parentClass: Phaser.Physics.Matter.TileBody
parentFunction: setFromTileRectangle
name: options
type: Phaser.Types.Physics.Matter.MatterBodyTileOptions
description:
Options to be used when creating the Matter body. See MatterJS.Body for a list of what Matter accepts.


id: param-6041
parentClass: Phaser.Physics.Matter.World
parentFunction: setConstraintRenderStyle
name: pinSize
type: number
description:
If this constraint is a pin, this sets the size of the pin circle. If `null` it will use the World Debug Config value.


id: param-6042
parentClass: Phaser.Physics.Matter.World
parentFunction: setConstraintRenderStyle
name: anchorColor
type: number
description:
The color used when rendering this constraints anchors.  If `null` it will use the World Debug Config value.


id: param-6043
parentClass: Phaser.Physics.Matter.World
parentFunction: setConstraintRenderStyle
name: anchorSize
type: number
description:
The size of the anchor circle, if this constraint has anchors. If `null` it will use the World Debug Config value.


id: param-6127
parentClass: Phaser.Plugins.BasePlugin
parentFunction: init
name: data
type: any
description:
A value specified by the user, if any, from the `data` property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's `install` method (if started manually).


id: param-6179
parentClass: Phaser.Renderer.Canvas.CanvasRenderer
parentFunction: onResize
name: baseSize
type: Phaser.Structs.Size
description:
The base Size object. The game dimensions multiplied by the resolution. The canvas width / height values match this.


id: param-6766
parentClass: Phaser.Renderer.WebGL.WebGLRenderer
parentFunction: addBlendMode
name: func
type: Array.<GLenum>
description:
An array containing the WebGL functions to use for the source and the destination blending factors, respectively. See the possible constants for {@link WebGLRenderingContext#blendFunc()}.


id: param-6767
parentClass: Phaser.Renderer.WebGL.WebGLRenderer
parentFunction: addBlendMode
name: equation
type: GLenum
description:
The equation to use for combining the RGB and alpha components of a new pixel with a rendered one. See the possible constants for {@link WebGLRenderingContext#blendEquation()}.


id: param-6782
parentClass: Phaser.Renderer.WebGL.WebGLRenderer
parentFunction: pushFramebuffer
name: updateScissor
type: boolean
defaultValue: false
description:
Set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.


id: param-6786
parentClass: Phaser.Renderer.WebGL.WebGLRenderer
parentFunction: setFramebuffer
name: updateScissor
type: boolean
defaultValue: false
description:
If a framebuffer is given, set the gl scissor to match the frame buffer size? Or, if `null` given, pop the scissor from the stack.


id: param-6807
parentClass: Phaser.Renderer.WebGL.WebGLRenderer
parentFunction: createTexture2D
name: forceSize
type: boolean
defaultValue: false
description:
If `true` it will use the width and height passed to this method, regardless of the pixels dimension.


id: param-6954
parentClass: Phaser.Scale.ScaleManager
parentFunction: lockOrientation
name: orientation
type: string
description:
The orientation you'd like to lock the browser in. Should be an API string such as 'landscape', 'landscape-primary', 'portrait', etc.


id: param-6966
parentClass: Phaser.Scale.ScaleManager
parentFunction: startFullscreen
name: fullscreenOptions
type: object
description:
The FullscreenOptions dictionary is used to provide configuration options when entering full screen.


id: param-6969
parentClass: Phaser.Scale.ScaleManager
parentFunction: step
name: time
type: number
description:
The time value from the most recent Game step. Typically a high-resolution timer value, or Date.now().


id: param-6976
parentClass: Phaser.Scenes.SceneManager
parentFunction: add
name: sceneConfig
description: The config for the Scene
type:
Phaser.Scene|Phaser.Types.Scenes.SettingsConfig|Phaser.Types.Scenes.CreateSceneFromObjectConfig|function


id: param-6978
parentClass: Phaser.Scenes.SceneManager
parentFunction: add
name: data
type: object
description:
Optional data object. This will be set as `Scene.settings.data` and passed to `Scene.init`, and `Scene.create`.


id: param-7098
parentClass: Phaser.Sound.BaseSound
parentFunction: play
name: markerName
type: string|Phaser.Types.Sound.SoundConfig
defaultValue: ''
description:
If you want to play a marker then provide the marker name here. Alternatively, this parameter can be a SoundConfig object.


id: param-7099
parentClass: Phaser.Sound.BaseSound
parentFunction: play
name: config
type: Phaser.Types.Sound.SoundConfig
description:
Optional sound config object to be applied to this marker or entire sound if no marker name is provided. It gets memorized for future plays of current section of the sound.


id: param-7109
parentClass: Phaser.Sound.BaseSoundManager
parentFunction: play
name: extra
type: Phaser.Types.Sound.SoundConfig|Phaser.Types.Sound.SoundMarker
description:
An optional additional object containing settings to be applied to the sound. It could be either config or marker object.


id: param-7118
parentClass: Phaser.Sound.BaseSoundManager
parentFunction: forEachActiveSound
name: callback
type: Phaser.Types.Sound.EachActiveSoundCallback
description:
Callback function. (manager: Phaser.Sound.BaseSoundManager, sound: Phaser.Sound.BaseSound, index: number, sounds: Phaser.Manager.BaseSound[]) => void


id: param-7121
parentClass: Phaser.Sound.BaseSoundManager
parentFunction: setDetune
name: value
type: number
description:
The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).


id: param-7136
parentClass: Phaser.Sound.HTML5AudioSoundManager
parentFunction: isLocked
name: value
type: *
description:
An optional parameter that either holds an array of arguments to be passed to the method call or value to be set to the property.


id: param-7158
parentClass: Phaser.Sound.WebAudioSoundManager
parentFunction: decodeAudio
name: audioKey
type: Array.<Phaser.Types.Sound.DecodeAudioConfig>|string
description:
The string-based key to be used to reference the decoded audio in the audio cache, or an array of audio config objects.


id: param-7159
parentClass: Phaser.Sound.WebAudioSoundManager
parentFunction: decodeAudio
name: audioData
type: ArrayBuffer|string
description:
The audio data, either a base64 encoded string, an audio media-type data uri, or an ArrayBuffer instance.


id: param-7177
parentClass: Phaser.Structs.List
parentFunction: getFirst
name: value
type: *
description:
The value to test the `property` against, or `undefined` to allow any value and only check for existence.


id: param-7181
parentClass: Phaser.Structs.List
parentFunction: getAll
name: value
type: *
description:
If property is set then Child.property must strictly equal this value to be included in the results.


id: param-7224
parentClass: Phaser.Structs.Map
parentFunction: merge
name: override
type: boolean
defaultValue: false
description:
Set to `true` to replace values in this Map with those from the source map, or `false` to skip them.


id: param-7243
parentClass: Phaser.Structs.Size
parentFunction: setSnap
name: snapHeight
type: number
defaultValue: snapWidth
description:
The amount to snap the height to. If not provided it will use the `snapWidth` value. If you don't want to snap the height, pass a value of zero.


id: param-7276
parentClass: Phaser.Textures.CanvasTexture
parentFunction: setPixel
name: x
type: number
description:
The x coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7277
parentClass: Phaser.Textures.CanvasTexture
parentFunction: setPixel
name: y
type: number
description:
The y coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7283
parentClass: Phaser.Textures.CanvasTexture
parentFunction: putData
name: x
type: number
description:
The x coordinate to put the imageData. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7284
parentClass: Phaser.Textures.CanvasTexture
parentFunction: putData
name: y
type: number
description:
The y coordinate to put the imageData. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7285
parentClass: Phaser.Textures.CanvasTexture
parentFunction: putData
name: dirtyX
type: number
defaultValue: 0
description:
Horizontal position (x coordinate) of the top-left corner from which the image data will be extracted.


id: param-7286
parentClass: Phaser.Textures.CanvasTexture
parentFunction: putData
name: dirtyY
type: number
defaultValue: 0
description:
Vertical position (x coordinate) of the top-left corner from which the image data will be extracted.


id: param-7289
parentClass: Phaser.Textures.CanvasTexture
parentFunction: getData
name: x
type: number
description:
The x coordinate of the top-left of the area to get the ImageData from. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7290
parentClass: Phaser.Textures.CanvasTexture
parentFunction: getData
name: y
type: number
description:
The y coordinate of the top-left of the area to get the ImageData from. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7291
parentClass: Phaser.Textures.CanvasTexture
parentFunction: getData
name: width
type: number
description:
The width of the rectangle from which the ImageData will be extracted. Positive values are to the right, and negative to the left.


id: param-7292
parentClass: Phaser.Textures.CanvasTexture
parentFunction: getData
name: height
type: number
description:
The height of the rectangle from which the ImageData will be extracted. Positive values are down, and negative are up.


id: param-7296
parentClass: Phaser.Textures.CanvasTexture
parentFunction: getPixels
name: x
type: number
defaultValue: 0
description:
The x coordinate of the top-left of the region. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7297
parentClass: Phaser.Textures.CanvasTexture
parentFunction: getPixels
name: y
type: number
defaultValue: 0
description:
The y coordinate of the top-left of the region. Must lay within the dimensions of this CanvasTexture and be an integer.


id: param-7349
parentClass: Phaser.Textures.Parsers.SpriteSheet
name: x
type: number
description:
The top-left coordinate of the Sprite Sheet. Defaults to zero. Used when extracting sheets from atlases.


id: param-7397
parentClass: Phaser.Textures.TextureManager
parentFunction: getBase64
name: encoderOptions
type: number
defaultValue: 0.92
description:
A Number between 0 and 1 indicating the image quality to use for image formats that use lossy compression such as image/jpeg and image/webp. If this argument is anything else, the default value for image quality is used. The default value is 0.92. Other arguments are ignored.


id: param-7490
parentClass: Phaser.Tilemaps.Components.CreateFromTiles
name: replacements
type: number|Array.<number>
description:
The tile index, or array of indexes, to change a converted tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.


id: param-7508
parentClass: Phaser.Tilemaps.Components.FilterTiles
name: callback
type: function
description:
The callback. Each tile in the given area will be passed to this
callback as the first and only parameter. The callback should return true for tiles that pass the
filter.


id: param-7518
parentClass: Phaser.Tilemaps.Components.FindByIndex
name: reverse
type: boolean
description:
If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.


id: param-7520
parentClass: Phaser.Tilemaps.Components.FindTile
name: callback
type: FindTileCallback
description:
The callback. Each tile in the given area will be passed to this callback as the first and only parameter.


id: param-7629
parentClass: Phaser.Tilemaps.Components.PutTilesAt
name: tile
description: A row (array) or grid (2D array) of Tiles or tile indexes to place.
type:
Array.<number>|Array.<Array.<number>>|Array.<Phaser.Tilemaps.Tile>|Array.<Array.<Phaser.Tilemaps.Tile>>


id: param-7642
parentClass: Phaser.Tilemaps.Components.RemoveTileAt
name: replaceWithNull
type: boolean
description:
If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1.


id: param-7669
parentClass: Phaser.Tilemaps.Components.SetCollision
name: updateLayer
type: boolean
defaultValue: true
description:
If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.


id: param-7754
parentClass: Phaser.Tilemaps.Components.WeightedRandomize
name: weightedIndexes
type: Array.<object>
description:
An array of objects to randomly draw from during
randomization. They should be in the form: { index: 0, weight: 4 } or
{ index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.


id: param-7775
parentClass: Phaser.Tilemaps.Parsers.Impact.ParseTileLayers
name: insertNull
type: boolean
description:
Controls how empty tiles, tiles with an index of -1, in the map
data are handled (see {@link Phaser.Tilemaps.Parsers.Tiled.ParseJSONTiled}).


id: param-7779
parentClass: Phaser.Tilemaps.Parsers.Impact.ParseWeltmeister
name: insertNull
type: boolean
description:
Controls how empty tiles, tiles with an index of -1, in the map
data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
location will get a Tile object with an index of -1. If you've a large sparsely populated map and
the tile data doesn't need to change then setting this value to `true` will help with memory
consumption. However if your map is small or you need to update the tiles dynamically, then leave
the default value set.


id: param-7823
parentClass: Phaser.Tilemaps.ParseToTilemap
name: insertNull
type: boolean
defaultValue: false
description:
Controls how empty tiles, tiles with an index of -1, in the
map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
location will get a Tile object with an index of -1. If you've a large sparsely populated map and
the tile data doesn't need to change then setting this value to `true` will help with memory
consumption. However if your map is small or you need to update the tiles dynamically, then leave
the default value set.


id: param-7853
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: setRenderOrder
name: renderOrder
type: number|string
description:
The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.


id: param-7855
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: addTilesetImage
name: key
type: string
description:
The key of the Phaser.Cache image used for this tileset. If
`undefined` or `null` it will look for an image with a key matching the tilesetName parameter.


id: param-7856
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: addTilesetImage
name: tileWidth
type: number
description:
The width of the tile (in pixels) in the Tileset Image. If not
given it will default to the map's tileWidth value, or the tileWidth specified in the Tiled
JSON file.


id: param-7857
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: addTilesetImage
name: tileHeight
type: number
description:
The height of the tiles (in pixels) in the Tileset Image. If
not given it will default to the map's tileHeight value, or the tileHeight specified in the
Tiled JSON file.


id: param-7858
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: addTilesetImage
name: tileMargin
type: number
description:
The margin around the tiles in the sheet (in pixels). If not
specified, it will default to 0 or the value specified in the Tiled JSON file.


id: param-7859
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: addTilesetImage
name: tileSpacing
type: number
description:
The spacing between each the tile in the sheet (in pixels).
If not specified, it will default to 0 or the value specified in the Tiled JSON file.


id: param-7875
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: createBlankLayer
name: tileWidth
type: number
description:
The width of the tiles the layer uses for calculations. If not specified, it will default to the map's tileWidth.


id: param-7876
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: createBlankLayer
name: tileHeight
type: number
description:
The height of the tiles the layer uses for calculations. If not specified, it will default to the map's tileHeight.


id: param-7879
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: createLayer
name: x
type: number
defaultValue: 0
description:
The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.


id: param-7880
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: createLayer
name: y
type: number
defaultValue: 0
description:
The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.


id: param-7882
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: createFromObjects
name: config
description: A CreateFromObjects configuration object, or an array of them.
type:
Phaser.Types.Tilemaps.CreateFromObjectLayerConfig|Array.<Phaser.Types.Tilemaps.CreateFromObjectLayerConfig>


id: param-7884
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: createFromTiles
name: replacements
type: number|array
description:
The tile index, or array of indexes, to change a converted
tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a
one-to-one mapping with the indexes array.


id: param-7897
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: filterObjects
name: callback
type: TilemapFilterCallback
description:
The callback. Each object in the given area will be passed to this callback as the first and only parameter.


id: param-7933
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: getLayer
name: layer
type: string|number|Phaser.Tilemaps.TilemapLayer
description:
The name of the layer from Tiled, the index of the layer in the map or Tilemap Layer. If not given will default to the maps current layer index.


id: param-7935
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: getLayerIndex
name: layer
type: string|number|Phaser.Tilemaps.TilemapLayer
description:
The name of the layer from Tiled, the index of the layer in the map or a Tilemap Layer. If not given will default to the map's current layer index.


id: param-8005
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: removeTile
name: replaceIndex
type: number
defaultValue: -1
description:
After removing the Tile, insert a brand new Tile into its location with the given index. Leave as -1 to just remove the tile.


id: param-8009
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: removeTileAt
name: replaceWithNull
type: boolean
description:
If `true` (the default), this will replace the tile at the specified location with null instead of a Tile with an index of -1.


id: param-8051
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: setTileIndexCallback
name: indexes
type: number|Array.<number>
description:
Either a single tile index, or an array of tile indexes to have a collision callback set for. All values should be integers.


id: param-8062
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: setLayer
name: layer
type: string|number|Phaser.Tilemaps.TilemapLayer
description:
The name of the layer from Tiled, the index of the layer in the map or a TilemapLayer. If not given will default to the maps current layer index.


id: param-8091
parentClass: Phaser.Tilemaps.Tilemap
parentFunction: weightedRandomize
name: weightedIndexes
type: Array.<object>
description:
An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.


id: param-8117
parentClass: Phaser.GameObjects.GameObjectFactory
parentFunction: tilemap
name: data
type: Array.<Array.<number>>
description:
Instead of loading from the cache, you can also load directly from
a 2D array of tile indexes. Pass in `null` for no data.


id: param-8341
parentClass: Phaser.Tweens.Builders.StaggerBuilder
name: value
type: number|Array.<number>
description:
The amount to stagger by, or an array containing two elements representing the min and max values to stagger between.


id: param-8356
parentClass: Phaser.Tweens.Timeline
parentFunction: getRelativeOffset
name: value
type: string
description:
The relative offset, in the format of '-=500', for example. The first character determines whether it will be a positive or negative number. Spacing matters here.


id: param-8376
parentClass: Phaser.Tweens.Tween
parentFunction: seek
name: delta
type: number
defaultValue: 16.6
description:
The size of each step when seeking through the Tween. A higher value completes faster but at a cost of less precision.


id: param-8406
parentClass: Phaser.Tweens.TweenData
name: getActive
type: function
description:
If not null, is invoked _immediately_ as soon as the TweenData is running, and is set on the target property.


id: param-8411
parentClass: Phaser.Tweens.TweenData
name: hold
type: number
description:
Time in ms/frames the tween will pause before repeating or returning to its starting value if yoyo is set to true.


id: param-8412
parentClass: Phaser.Tweens.TweenData
name: repeat
type: number
description:
Number of times to repeat the tween. The tween will always run once regardless, so a repeat value of '1' will play the tween twice.


id: param-8430
parentClass: Phaser.Tweens.TweenManager
parentFunction: each
name: args
type: *
description:
The arguments to pass into the function. Its first argument will always be the Tween currently being iterated.


id: param-8508
parentClass: Phaser.Utils.Array.NumberArray
name: prefix
type: string
description:
Optional prefix to place before the number. If provided the array will contain strings, not integers.


id: param-8509
parentClass: Phaser.Utils.Array.NumberArray
name: suffix
type: string
description:
Optional suffix to place after the number. If provided the array will contain strings, not integers.


id: param-8565
parentClass: Phaser.Utils.Base64.ArrayBufferToBase64
name: mediaType
type: string
description:
An optional media type, i.e. `audio/ogg` or `image/jpeg`. If included the resulting string will be a data URI.


id: param-8566
parentClass: Phaser.Utils.Base64.Base64ToArrayBuffer
name: base64
type: string
description:
The base64 string to be decoded. Can optionally contain a data URI header, which will be stripped out prior to decoding.


id: param-8571
parentClass: Phaser.Utils.Objects.GetAdvancedValue
name: key
type: string
description:
The name of the property to retrieve from the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`) - `banner.hideBanner` would return the value of the `hideBanner` property from the object stored in the `banner` property of the `source` object.


id: param-8577
parentClass: Phaser.Utils.Objects.GetMinMaxValue
name: key
type: string
description:
The name of the property to retrieve from the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`).


id: param-8594
parentClass: Phaser.Utils.Objects.MergeRight
name: obj2
type: object
description:
The second object to merge. Keys from this object which also exist in `obj1` will be copied to `obj1`.


id: param-8598
parentClass: Phaser.Utils.Objects.SetValue
name: key
type: string
description:
The name of the property in the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`)


id: param-8601
parentClass: Phaser.Utils.String.Format
name: values
type: array
description:
An array containing values that will replace the markers. If no value exists an empty string is inserted instead.


id: param-8602
parentClass: Phaser.Utils.String.Pad
name: str
type: string|number|object
description:
The target string. `toString()` will be called on the string, which means you can also pass in common data types like numbers.


id: param-8621
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: saveData
name: data
type: object
description:
An object containing a set of key-value pairs that should be persisted to cloud storage.
The object must contain only serializable values - any non-serializable values will cause the entire modification to be rejected.


id: param-8622
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: getStats
name: keys
type: Array.<string>
description:
An optional array of unique keys to retrieve stats for. If the function is called without it, it will fetch all stats.


id: param-8623
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: saveStats
name: data
type: object
description:
An object containing a set of key-value pairs that should be persisted to cloud storage as stats. Note that only numerical values are stored.


id: param-8624
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: incStats
name: data
type: object
description:
An object containing a set of key-value pairs indicating how much to increment each stat in cloud storage. Note that only numerical values are processed.


id: param-8628
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: openShare
name: frame
type: string
description:
The frame of the texture to use as the share image. Set to `null` if you don't require a frame, but do need to set session data.


id: param-8675
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: switchGame
name: appID
type: string
description:
The Application ID of the Instant Game to switch to. The application must be an Instant Game, and must belong to the same business as the current game.


id: param-8676
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: switchGame
name: data
type: object
description:
An optional data payload. This will be set as the entrypoint data for the game being switched to. Must be less than or equal to 1000 characters when stringified.


id: param-8677
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: log
name: name
type: string
description:
Name of the event. Must be 2 to 40 characters, and can only contain '_', '-', ' ', and alphanumeric characters.


id: param-8679
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: log
name: params
type: object
description:
An optional object that can contain up to 25 key-value pairs to be logged with the event. Keys must be 2 to 40 characters, and can only contain '_', '-', ' ', and alphanumeric characters. Values must be less than 100 characters in length.


id: param-8680
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: preloadAds
name: placementID
type: string|Array.<string>
description:
The ad placement ID, or an array of IDs, as created in your Audience Network settings within Facebook.


id: param-8684
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: matchPlayer
name: matchTag
type: string
description:
Optional extra information about the player used to group them with similar players. Players will only be grouped with other players with exactly the same tag. The tag must only include letters, numbers, and underscores and be 100 characters or less in length.


id: param-8685
parentClass: Phaser.FacebookInstantGamesPlugin
parentFunction: matchPlayer
name: switchImmediately
type: boolean
defaultValue: false
description:
Optional extra parameter that specifies whether the player should be immediately switched to the new context when a match is found. By default this will be false which will mean the player needs explicitly press play after being matched to switch to the new context.


id: param-8688
parentClass: Phaser.FacebookInstantGamesLeaderboard
parentFunction: setScore
name: data
type: string|any
description:
Metadata to associate with the stored score. Must be less than 2KB in size. If an object is given it will be passed to `JSON.stringify`.


id: param-8689
parentClass: Phaser.FacebookInstantGamesLeaderboard
parentFunction: getScores
name: count
type: integer
defaultValue: 10
description:
The number of entries to attempt to fetch from the leaderboard. Currently, up to a maximum of 100 entries may be fetched per query.


id: param-18351
parentFunction: Phaser.Types.Renderer.Snapshot.SnapshotCallback
name: snapshot
type: Phaser.Display.Color | HTMLImageElement
description:
Either a Color object if a single pixel is being grabbed, or a new Image which contains a snapshot of the canvas contents.


# properties

id: property-16892
parentType: Phaser.Types.Actions.GridAlignConfig
name: width
type: number
defaultValue: -1
description:
The width of the grid in items (not pixels). -1 means lay all items out horizontally, regardless of quantity.
                                 If both this value and height are set to -1 then this value overrides it and the `height` value is ignored.


id: property-16893
parentType: Phaser.Types.Actions.GridAlignConfig
name: height
type: number
defaultValue: -1
description:
The height of the grid in items (not pixels). -1 means lay all items out vertically, regardless of quantity.
                                  If both this value and `width` are set to -1 then `width` overrides it and this value is ignored.


id: property-16896
parentType: Phaser.Types.Actions.GridAlignConfig
name: position
type: number
defaultValue: 0
description:
The alignment position. One of the Phaser.Display.Align consts such as `TOP_LEFT` or `RIGHT_CENTER`.


id: property-16902
parentType: Phaser.Types.Animations.Animation
name: defaultTextureKey
type: string
defaultValue: null
description:
The key of the texture all frames of the animation will use. Can be overridden on a per frame basis.


id: property-16920
parentType: Phaser.Types.Animations.GenerateFrameNames
name: zeroPad
type: number
defaultValue: 0
description:
The minimum expected lengths of each resulting frame's number. Numbers will be left-padded with zeroes until they are this long, then prepended and appended to create the resulting frame name.


id: property-16922
parentType: Phaser.Types.Animations.GenerateFrameNames
name: frames
type: boolean | Array.<number>
defaultValue: false
description:
If provided as an array, the range defined by `start` and `end` will be ignored and these frame numbers will be used.


id: property-17033
parentType: Phaser.Types.Core.CallbacksConfig
name: postBoot
type: Phaser.Types.Core.BootCallback
defaultValue: Phaser.Types.Core.NOOP
description:
A function to run at the end of the boot sequence. At this point, all the game systems have started and plugins have been loaded.


id: property-17034
parentType: Phaser.Types.Core.DOMContainerConfig
name: createContainer
type: boolean
defaultValue: false
description:
Should the game create a div element to act as a DOM Container? Only enable if you're using DOM Element objects. You must provide a parent object if you use this feature.


id: property-17035
parentType: Phaser.Types.Core.DOMContainerConfig
name: behindCanvas
type: boolean
defaultValue: false
description:
Should the DOM Container that is created (if `dom.createContainer` is true) be positioned behind (true) or over the top (false, the default) of the game canvas?


id: property-17038
parentType: Phaser.Types.Core.FPSConfig
name: target
type: number
defaultValue: 60
description:
The optimum rendering rate, in frames per second. This does not enforce the fps rate, it merely tells Phaser what rate is considered optimal for this game.


id: property-17046
parentType: Phaser.Types.Core.GameConfig
name: type
type: number
defaultValue: CONST.AUTO
description:
Which renderer to use. Phaser.AUTO, Phaser.CANVAS, Phaser.HEADLESS, or Phaser.WEBGL. AUTO picks WEBGL if available, otherwise CANVAS.


id: property-17047
parentType: Phaser.Types.Core.GameConfig
name: parent
type: HTMLElement | string
description:
The DOM element that will contain the game canvas, or its `id`. If undefined, or if the named element doesn't exist, the game canvas is appended to the document body. If `null` no parent will be used and you are responsible for adding the canvas to the dom.


id: property-17050
parentType: Phaser.Types.Core.GameConfig
name: customEnvironment
type: boolean
defaultValue: false
description:
Is Phaser running under a custom (non-native web) environment? If so, set this to `true` to skip internal Feature detection. If `true` the `renderType` cannot be left as `AUTO`.


id: property-17052
parentType: Phaser.Types.Core.GameConfig
name: scene
defaultValue: null
description:
A scene or scenes to add to the game. If several are given, the first is started; the remainder are started only if they have `{ active: true }`. See the `sceneConfig` argument in `Phaser.Scenes.SceneManager#add`.

type:
Phaser.Scene | Array.<Phaser.Scene> | Phaser.Types.Scenes.SettingsConfig | Array.<Phaser.Types.Scenes.SettingsConfig> | Phaser.Types.Scenes.CreateSceneFromObjectConfig | Array.<Phaser.Types.Scenes.CreateSceneFromObjectConfig> | function | Array.<function()>


id: property-17057
parentType: Phaser.Types.Core.GameConfig
name: autoFocus
type: boolean
defaultValue: true
description:
Automatically call window.focus() when the game boots. Usually necessary to capture input events if the game is in a separate frame.


id: property-17059
parentType: Phaser.Types.Core.GameConfig
name: disableContextMenu
type: boolean
defaultValue: false
description:
Disable the browser's default 'contextmenu' event (usually triggered by a right-button mouse click).


id: property-17073
parentType: Phaser.Types.Core.GameConfig
name: antialias
type: boolean
defaultValue: true
description:
When set to `true`, WebGL uses linear interpolation to draw scaled or rotated textures, giving a smooth appearance. When set to `false`, WebGL uses nearest-neighbor interpolation, giving a crisper appearance. `false` also disables antialiasing of the game canvas itself, if the browser supports it, when the game canvas is scaled.


id: property-17074
parentType: Phaser.Types.Core.GameConfig
name: antialiasGL
type: boolean
defaultValue: true
description:
Sets the `antialias` property when the WebGL context is created. Setting this value does not impact any subsequent textures that are created, or the canvas style attributes.


id: property-17075
parentType: Phaser.Types.Core.GameConfig
name: desynchronized
type: boolean
defaultValue: false
description:
When set to `true` it will create a desynchronized context for both 2D and WebGL. See [https://developers.google.com/web/updates/2019/05/desynchronized](https://developers.google.com/web/updates/2019/05/desynchronized) for details.


id: property-17077
parentType: Phaser.Types.Core.GameConfig
name: roundPixels
type: boolean
defaultValue: false
description:
Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.


id: property-17078
parentType: Phaser.Types.Core.GameConfig
name: transparent
type: boolean
defaultValue: false
description:
Whether the game canvas will be transparent. Boolean that indicates if the canvas contains an alpha channel. If set to false, the browser now knows that the backdrop is always opaque, which can speed up drawing of transparent content and images.


id: property-17080
parentType: Phaser.Types.Core.GameConfig
name: preserveDrawingBuffer
type: boolean
defaultValue: false
description:
If the value is true the WebGL buffers will not be cleared and will preserve their values until cleared or overwritten by the author.


id: property-17083
parentType: Phaser.Types.Core.GameConfig
name: powerPreference
type: string
defaultValue: 'default'
description:
"high-performance", "low-power" or "default". A hint to the browser on how much device power the game might use.


id: property-17085
parentType: Phaser.Types.Core.GameConfig
name: maxLights
type: number
defaultValue: 10
description:
The maximum number of lights allowed to be visible within range of a single Camera in the LightManager.


id: property-17086
parentType: Phaser.Types.Core.GameConfig
name: maxTextures
type: number
defaultValue: -1
description:
When in WebGL mode, this sets the maximum number of GPU Textures to use. The default, -1, will use all available units. The WebGL1 spec says all browsers should provide a minimum of 8.


id: property-17092
parentType: Phaser.Types.Core.InputConfig
name: keyboard
type: boolean | Phaser.Types.Core.KeyboardInputConfig
defaultValue: true
description:
Keyboard input configuration. `true` uses the default configuration and `false` disables keyboard input.


id: property-17096
parentType: Phaser.Types.Core.InputConfig
name: activePointers
type: number
defaultValue: 1
description:
The maximum number of touch pointers. See [Phaser.Input.InputManager#pointers](Phaser.Input.InputManager#pointers).


id: property-17097
parentType: Phaser.Types.Core.InputConfig
name: smoothFactor
type: number
defaultValue: 0
description:
The smoothing factor to apply during Pointer movement. See [Phaser.Input.Pointer#smoothFactor](Phaser.Input.Pointer#smoothFactor).


id: property-17098
parentType: Phaser.Types.Core.InputConfig
name: windowEvents
type: boolean
defaultValue: true
description:
Should Phaser listen for input events on the Window? If you disable this, events like 'POINTER_UP_OUTSIDE' will no longer fire.


id: property-17100
parentType: Phaser.Types.Core.KeyboardInputConfig
name: capture
type: Array.<number>
description:
`preventDefault` will be called on every non-modified key which has a key code in this array. By default it is empty.


id: property-17101
parentType: Phaser.Types.Core.LoaderConfig
name: baseURL
type: string
description:
A URL used to resolve paths given to the loader. Example: '[http://labs.phaser.io/assets/](http://labs.phaser.io/assets/)'.


id: property-17104
parentType: Phaser.Types.Core.LoaderConfig
name: crossOrigin
type: string | undefined
description:
'anonymous', 'use-credentials', or `undefined`. If you're not making cross-origin requests, leave this as `undefined`. See {@link [https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes](https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes)}.


id: property-17115
parentType: Phaser.Types.Core.PhysicsConfig
name: default
type: string
description:
The default physics system. It will be started for each scene. Phaser provides 'arcade', 'impact', and 'matter'.


id: property-17127
parentType: Phaser.Types.Core.PluginObjectItem
name: systemKey
type: string
description:
For a scene plugin, add the plugin to the scene's systems object under this key (`this.sys.KEY`, from the scene).


id: property-17147
parentType: Phaser.Types.Core.ScaleConfig
name: width
type: number | string
defaultValue: 1024
description:
The base width of your game. Can be an integer or a string: '100%'. If a string it will only work if you have set a parent element that has a size.


id: property-17148
parentType: Phaser.Types.Core.ScaleConfig
name: height
type: number | string
defaultValue: 768
description:
The base height of your game. Can be an integer or a string: '100%'. If a string it will only work if you have set a parent element that has a size.


id: property-17150
parentType: Phaser.Types.Core.ScaleConfig
name: parent
type: HTMLElement | string
description:
The DOM element that will contain the game canvas, or its `id`. If undefined, or if the named element doesn't exist, the game canvas is inserted directly into the document body. If `null` no parent will be used and you are responsible for adding the canvas to your environment.


id: property-17151
parentType: Phaser.Types.Core.ScaleConfig
name: expandParent
type: boolean
defaultValue: true
description:
Is the Scale Manager allowed to adjust the CSS height property of the parent and/or document body to be 100%?


id: property-17155
parentType: Phaser.Types.Core.ScaleConfig
name: autoRound
type: boolean
defaultValue: false
description:
Automatically round the display and style sizes of the canvas. This can help with performance in lower-powered devices.


id: property-17158
parentType: Phaser.Types.Core.ScaleConfig
name: fullscreenTarget
type: HTMLElement | string
description:
The DOM element that will be sent into full screen mode, or its `id`. If undefined Phaser will create its own div and insert the canvas into it when entering fullscreen mode.


id: property-17237
parentType: Phaser.Device.Browser
name: ieVersion
type: number
description:
If running in Internet Explorer this will contain the major version number. Beyond IE10 you should use Browser.trident and Browser.tridentVersion.


id: property-17239
parentType: Phaser.Device.Browser
name: tridentVersion
type: number
description:
If running in Internet Explorer 11 this will contain the major version number. See {@link http://msdn.microsoft.com/en-us/library/ie/ms537503(v=vs.85).aspx}


id: property-17242
parentType: Phaser.Device.Features
name: canvasBitBltShift
type: boolean
description:
True if canvas supports a 'copy' bitblt onto itself when the source and destination regions overlap.


id: property-17325
parentType: Phaser.Types.GameObjects.BitmapText.BitmapFontData
name: chars
type: Object.<number, Phaser.Types.GameObjects.BitmapText.BitmapFontCharacterData>
description:
The character data of the font, keyed by character code. Each character datum includes a position, size, offset and more.


id: property-17345
parentType: Phaser.Types.GameObjects.BitmapText.BitmapTextSize
name: global
type: Phaser.Types.GameObjects.BitmapText.GlobalBitmapTextSize
description:
The position and size of the BitmapText, taking into account the position and scale of the Game Object.


id: property-17348
parentType: Phaser.Types.GameObjects.BitmapText.BitmapTextSize
name: characters
type: Array.<Phaser.Types.GameObjects.BitmapText.BitmapTextCharacter>
description:
An array containing per-character data. Only populated if `includeChars` is `true` in the `getTextBounds` call.


id: property-17384
parentType: Phaser.Types.GameObjects.BitmapText.RetroFontConfig
name: offset.x
type: number
description:
If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.


id: property-17385
parentType: Phaser.Types.GameObjects.BitmapText.RetroFontConfig
name: offset.y
type: number
description:
If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.


id: property-17388
parentType: Phaser.Types.GameObjects.BitmapText.RetroFontConfig
name: chars
type: string
description:
The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.


id: property-17389
parentType: Phaser.Types.GameObjects.BitmapText.RetroFontConfig
name: charsPerRow
type: number
description:
The number of characters per row in the font set. If not given charsPerRow will be the image width / characterWidth.


id: property-17390
parentType: Phaser.Types.GameObjects.BitmapText.RetroFontConfig
name: spacing.x
type: number
description:
If the characters in the font set have horizontal spacing between them set the required amount here.


id: property-17420
parentType: Phaser.Types.GameObjects.Group.GroupConfig
name: createMultipleCallback
type: Phaser.Types.GameObjects.Group.GroupMultipleCreateCallback
defaultValue: null
description:
Sets [Phaser.GameObjects.Group#createMultipleCallback](Phaser.GameObjects.Group#createMultipleCallback).


id: property-17424
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: quantity
type: number
defaultValue: false
description:
The number of Game Objects to create. If set, this overrides the `frameQuantity` value. Use `frameQuantity` for more advanced control.


id: property-17427
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: repeat
type: number
defaultValue: 0
description:
The number of times each `key` × `frame` combination will be *repeated* (after the first combination).


id: property-17436
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setXY.stepX
type: number
defaultValue: 0
description:
Increment each Game Object's horizontal position from the previous by this amount, starting from `setXY.x`.


id: property-17437
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setXY.stepY
type: number
defaultValue: 0
description:
Increment each Game Object's vertical position from the previous by this amount, starting from `setXY.y`.


id: property-17440
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setRotation.step
type: number
defaultValue: 0
description:
Increment each Game Object's rotation from the previous by this amount, starting at `setRotation.value`.


id: property-17444
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setScale.stepX
type: number
defaultValue: 0
description:
Increment each Game Object's horizontal scale from the previous by this amount, starting from `setScale.x`.


id: property-17445
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setScale.stepY
type: number
defaultValue: 0
description:
Increment each Game object's vertical scale from the previous by this amount, starting from `setScale.y`.


id: property-17449
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setOrigin.stepX
type: number
defaultValue: 0
description:
Increment each Game Object's horizontal origin from the previous by this amount, starting from `setOrigin.x`.


id: property-17450
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setOrigin.stepY
type: number
defaultValue: 0
description:
Increment each Game object's vertical origin from the previous by this amount, starting from `setOrigin.y`.


id: property-17453
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setAlpha.step
type: number
defaultValue: 0
description:
Increment each Game Object's alpha from the previous by this amount, starting from `setAlpha.value`.


id: property-17456
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setDepth.step
type: number
defaultValue: 0
description:
Increment each Game Object's depth from the previous by this amount, starting from `setDepth.value`.


id: property-17460
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setScrollFactor.stepX
type: number
defaultValue: 0
description:
Increment each Game Object's horizontal scroll factor from the previous by this amount, starting from `setScrollFactor.x`.


id: property-17461
parentType: Phaser.Types.GameObjects.Group.GroupCreateConfig
name: setScrollFactor.stepY
type: number
defaultValue: 0
description:
Increment each Game object's vertical scroll factor from the previous by this amount, starting from `setScrollFactor.y`.


id: property-17511
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: active
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#active](Phaser.GameObjects.Particles.ParticleEmitter#active).


id: property-17512
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: blendMode
type: Phaser.BlendModes | string
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#blendMode](Phaser.GameObjects.Particles.ParticleEmitter#blendMode).


id: property-17513
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: callbackScope
type: *
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#deathCallbackScope](Phaser.GameObjects.Particles.ParticleEmitter#deathCallbackScope) and [Phaser.GameObjects.Particles.ParticleEmitter#emitCallbackScope](Phaser.GameObjects.Particles.ParticleEmitter#emitCallbackScope).


id: property-17514
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: collideBottom
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#collideBottom](Phaser.GameObjects.Particles.ParticleEmitter#collideBottom).


id: property-17515
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: collideLeft
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#collideLeft](Phaser.GameObjects.Particles.ParticleEmitter#collideLeft).


id: property-17516
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: collideRight
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#collideRight](Phaser.GameObjects.Particles.ParticleEmitter#collideRight).


id: property-17517
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: collideTop
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#collideTop](Phaser.GameObjects.Particles.ParticleEmitter#collideTop).


id: property-17518
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: deathCallback
type: function
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#deathCallback](Phaser.GameObjects.Particles.ParticleEmitter#deathCallback).


id: property-17519
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: deathCallbackScope
type: *
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#deathCallbackScope](Phaser.GameObjects.Particles.ParticleEmitter#deathCallbackScope).


id: property-17520
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: emitCallback
type: function
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#emitCallback](Phaser.GameObjects.Particles.ParticleEmitter#emitCallback).


id: property-17521
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: emitCallbackScope
type: *
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#emitCallbackScope](Phaser.GameObjects.Particles.ParticleEmitter#emitCallbackScope).


id: property-17522
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: follow
type: Phaser.GameObjects.GameObject
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#follow](Phaser.GameObjects.Particles.ParticleEmitter#follow).


id: property-17523
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: frequency
type: number
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#frequency](Phaser.GameObjects.Particles.ParticleEmitter#frequency).


id: property-17524
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: gravityX
type: number
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#gravityX](Phaser.GameObjects.Particles.ParticleEmitter#gravityX).


id: property-17525
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: gravityY
type: number
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#gravityY](Phaser.GameObjects.Particles.ParticleEmitter#gravityY).


id: property-17526
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: maxParticles
type: number
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#maxParticles](Phaser.GameObjects.Particles.ParticleEmitter#maxParticles).


id: property-17527
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: name
type: string
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#name](Phaser.GameObjects.Particles.ParticleEmitter#name).


id: property-17528
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: on
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#on](Phaser.GameObjects.Particles.ParticleEmitter#on).


id: property-17529
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: particleBringToTop
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#particleBringToTop](Phaser.GameObjects.Particles.ParticleEmitter#particleBringToTop).


id: property-17530
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: particleClass
type: Phaser.GameObjects.Particles.Particle
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#particleClass](Phaser.GameObjects.Particles.ParticleEmitter#particleClass).


id: property-17531
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: radial
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#radial](Phaser.GameObjects.Particles.ParticleEmitter#radial).


id: property-17532
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: timeScale
type: number
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#timeScale](Phaser.GameObjects.Particles.ParticleEmitter#timeScale).


id: property-17533
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: trackVisible
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#trackVisible](Phaser.GameObjects.Particles.ParticleEmitter#trackVisible).


id: property-17534
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: visible
type: boolean
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#visible](Phaser.GameObjects.Particles.ParticleEmitter#visible).


id: property-17535
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: accelerationX
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#accelerationX](Phaser.GameObjects.Particles.ParticleEmitter#accelerationX) (emit only).


id: property-17536
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: accelerationY
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#accelerationY](Phaser.GameObjects.Particles.ParticleEmitter#accelerationY) (emit only).


id: property-17537
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: alpha
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#alpha](Phaser.GameObjects.Particles.ParticleEmitter#alpha).

type:
Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType


id: property-17538
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: angle
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#angle](Phaser.GameObjects.Particles.ParticleEmitter#angle) (emit only).


id: property-17539
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: bounce
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#bounce](Phaser.GameObjects.Particles.ParticleEmitter#bounce) (emit only).


id: property-17540
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: delay
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#delay](Phaser.GameObjects.Particles.ParticleEmitter#delay) (emit only).


id: property-17541
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: lifespan
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#lifespan](Phaser.GameObjects.Particles.ParticleEmitter#lifespan) (emit only).


id: property-17542
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: maxVelocityX
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityX](Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityX) (emit only).


id: property-17543
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: maxVelocityY
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityY](Phaser.GameObjects.Particles.ParticleEmitter#maxVelocityY) (emit only).


id: property-17544
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: moveToX
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#moveToX](Phaser.GameObjects.Particles.ParticleEmitter#moveToX) (emit only).


id: property-17545
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: moveToY
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#moveToY](Phaser.GameObjects.Particles.ParticleEmitter#moveToY) (emit only).


id: property-17546
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: quantity
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#quantity](Phaser.GameObjects.Particles.ParticleEmitter#quantity) (emit only).


id: property-17547
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: rotate
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#rotate](Phaser.GameObjects.Particles.ParticleEmitter#rotate).

type:
Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType


id: property-17548
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: scale
description:
As [Phaser.GameObjects.Particles.ParticleEmitter#setScale](Phaser.GameObjects.Particles.ParticleEmitter#setScale).

type:
Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType | Phaser.Types.GameObjects.Particles.EmitterOpOnUpdateType


id: property-17549
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: scaleX
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#scaleX](Phaser.GameObjects.Particles.ParticleEmitter#scaleX).


id: property-17550
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: scaleY
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#scaleY](Phaser.GameObjects.Particles.ParticleEmitter#scaleY).


id: property-17551
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: speed
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
As [Phaser.GameObjects.Particles.ParticleEmitter#setSpeed](Phaser.GameObjects.Particles.ParticleEmitter#setSpeed) (emit only).


id: property-17552
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: speedX
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#speedX](Phaser.GameObjects.Particles.ParticleEmitter#speedX) (emit only).


id: property-17553
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: speedY
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#speedY](Phaser.GameObjects.Particles.ParticleEmitter#speedY) (emit only).


id: property-17554
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: tint
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#tint](Phaser.GameObjects.Particles.ParticleEmitter#tint).


id: property-17555
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: x
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#x](Phaser.GameObjects.Particles.ParticleEmitter#x) (emit only).


id: property-17556
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: y
type: Phaser.Types.GameObjects.Particles.EmitterOpOnEmitType
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#y](Phaser.GameObjects.Particles.ParticleEmitter#y) (emit only).


id: property-17557
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: emitZone
description:
As [Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone](Phaser.GameObjects.Particles.ParticleEmitter#setEmitZone).

type:
Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig | Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig


id: property-17558
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: deathZone
type: Phaser.Types.GameObjects.Particles.ParticleEmitterDeathZoneConfig
description:
As [Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone](Phaser.GameObjects.Particles.ParticleEmitter#setDeathZone).


id: property-17559
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: bounds
description:
As [Phaser.GameObjects.Particles.ParticleEmitter#setBounds](Phaser.GameObjects.Particles.ParticleEmitter#setBounds).

type:
Phaser.Types.GameObjects.Particles.ParticleEmitterBounds | Phaser.Types.GameObjects.Particles.ParticleEmitterBoundsAlt


id: property-17560
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: followOffset
type: object
description:
Assigns to [Phaser.GameObjects.Particles.ParticleEmitter#followOffset](Phaser.GameObjects.Particles.ParticleEmitter#followOffset).


id: property-17563
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: frame
description:
Sets [Phaser.GameObjects.Particles.ParticleEmitter#frames](Phaser.GameObjects.Particles.ParticleEmitter#frames).

type:
number | Array.<number> | string | Array.<string> | Phaser.Textures.Frame | Array.<Phaser.Textures.Frame> | Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig


id: property-17564
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterConfig
name: reserve
type: number
description:
Creates specified number of inactive particles and adds them to this emitter's pool. [Phaser.GameObjects.Particles.ParticleEmitter#reserve](Phaser.GameObjects.Particles.ParticleEmitter#reserve)


id: property-17565
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterDeathZoneConfig
name: source
type: Phaser.Types.GameObjects.Particles.DeathZoneSource
description:
A shape representing the zone. See [Phaser.GameObjects.Particles.Zones.DeathZone#source](Phaser.GameObjects.Particles.Zones.DeathZone#source).


id: property-17567
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterEdgeZoneConfig
name: source
type: Phaser.Types.GameObjects.Particles.EdgeZoneSource
description:
A shape representing the zone. See [Phaser.GameObjects.Particles.Zones.EdgeZone#source](Phaser.GameObjects.Particles.Zones.EdgeZone#source).


id: property-17573
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterFrameConfig
name: frames
description: One or more texture frames.
type:
number | Array.<number> | string | Array.<string> | Phaser.Textures.Frame | Array.<Phaser.Textures.Frame>


id: property-17576
parentType: Phaser.Types.GameObjects.Particles.ParticleEmitterRandomZoneConfig
name: source
type: Phaser.Types.GameObjects.Particles.RandomZoneSource
description:
A shape representing the zone. See [Phaser.GameObjects.Particles.Zones.RandomZone#source](Phaser.GameObjects.Particles.Zones.RandomZone#source).


id: property-17585
parentType: Phaser.Types.GameObjects.PathFollower.PathConfig
name: rotationOffset
type: number
defaultValue: 0
description:
If the PathFollower is rotating to match the Path, this value is added to the rotation value. This allows you to rotate objects to a path but control the angle of the rotation as well.


id: property-17623
parentType: Phaser.Types.GameObjects.Text.TextStyle
name: backgroundColor
type: string
description:
A solid fill color that is rendered behind the Text object. Given as a CSS string color such as `#ff0`.


id: property-17629
parentType: Phaser.Types.GameObjects.Text.TextStyle
name: align
type: string
defaultValue: 'left'
description:
The alignment of the Text. This only impacts multi-line text. Either `left`, `right`, `center` or `justify`.


id: property-17631
parentType: Phaser.Types.GameObjects.Text.TextStyle
name: fixedWidth
type: number
defaultValue: 0
description:
Force the Text object to have the exact width specified in this property. Leave as zero for it to change accordingly to content.


id: property-17632
parentType: Phaser.Types.GameObjects.Text.TextStyle
name: fixedHeight
type: number
defaultValue: 0
description:
Force the Text object to have the exact height specified in this property. Leave as zero for it to change accordingly to content.


id: property-17633
parentType: Phaser.Types.GameObjects.Text.TextStyle
name: resolution
type: number
defaultValue: 0
description:
Sets the resolution (DPI setting) of the Text object. Leave at zero for it to use the game resolution.


id: property-17701
parentType: Phaser.Types.Geom.Mesh.GenerateGridConfig
name: texture
type: string | Phaser.Textures.Texture
description:
The texture to be used for this Grid. Must be a Texture instance. Can also be a string but only if the `mesh` property is set.


id: property-17704
parentType: Phaser.Types.Geom.Mesh.GenerateGridConfig
name: width
type: number
defaultValue: 1
description:
The width of the grid in 3D units. If you wish to get a pixel accurate grid based on a texture, you can use an Ortho Mesh or the `isOrtho` parameter.


id: property-17713
parentType: Phaser.Types.Geom.Mesh.GenerateGridConfig
name: isOrtho
type: boolean
defaultValue: false
description:
If set and using a texture with an ortho Mesh, the `width` and `height` parameters will be calculated based on the frame size for you.


id: property-17758
parentType: Phaser.Types.Input.InputConfiguration
name: hitArea
type: any
description:
The object / shape to use as the Hit Area. If not given it will try to create a Rectangle based on the texture frame.


id: property-17762
parentType: Phaser.Types.Input.InputConfiguration
name: useHandCursor
type: boolean
defaultValue: false
description:
If `true` the Interactive Object will set the `pointer` hand cursor when a pointer is over it. This is a short-cut for setting `cursor: 'pointer'`.


id: property-17764
parentType: Phaser.Types.Input.InputConfiguration
name: pixelPerfect
type: boolean
defaultValue: false
description:
If `true` the a pixel perfect function will be set for the hit area callback. Only works with image texture based Game Objects, not Render Textures.


id: property-17771
parentType: Phaser.Types.Input.InteractiveObject
name: alwaysEnabled
type: boolean
description:
An Interactive Object that is 'always enabled' will receive input even if the parent object is invisible or won't render.


id: property-17779
parentType: Phaser.Types.Input.InteractiveObject
name: hitAreaDebug
type: Phaser.GameObjects.Shape
description:
If this Interactive Object has been enabled for debug, via `InputPlugin.enableDebug` then this property holds its debug shape.


id: property-17780
parentType: Phaser.Types.Input.InteractiveObject
name: customHitArea
type: boolean
description:
Was the hitArea for this Interactive Object created based on texture size (false), or a custom shape? (true)


id: property-17783
parentType: Phaser.Types.Input.InteractiveObject
name: dragState
type: 0 | 1 | 2
description:
The current drag state of this Interactive Object. 0 = Not being dragged, 1 = being checked for drag, or 2 = being actively dragged.


id: property-17794
parentType: Phaser.Types.Loader.FileTypes.AsepriteFileConfig
name: atlasURL
type: object | string
description:
The absolute or relative URL to load the atlas json file from. Or, a well formed JSON object to use instead.


id: property-17801
parentType: Phaser.Types.Loader.FileTypes.AtlasJSONFileConfig
name: normalMap
type: string
description:
The filename of an associated normal map. It uses the same path and url to load as the texture image.


id: property-17864
parentType: Phaser.Types.Loader.FileTypes.ImageFrameConfig
name: endFrame
type: number
description:
The frame to stop parsing at. If not provided it will calculate the value based on the image and frame dimensions.


id: property-17868
parentType: Phaser.Types.Loader.FileTypes.JSONFileConfig
name: url
type: string | any
description:
The absolute or relative URL to load the file from. Or can be a ready formed JSON object, in which case it will be directly added to the Cache.


id: property-17870
parentType: Phaser.Types.Loader.FileTypes.JSONFileConfig
name: dataKey
type: string
description:
If specified instead of the whole JSON file being parsed and added to the Cache, only the section corresponding to this property key will be added. If the property you want to extract is nested, use periods to divide it.


id: property-17885
parentType: Phaser.Types.Loader.FileTypes.OBJFileConfig
name: url
type: string
description:
The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.obj`, i.e. if `key` was "alien" then the URL will be "alien.obj".


id: property-17888
parentType: Phaser.Types.Loader.FileTypes.OBJFileConfig
name: matURL
type: string
description:
An optional absolute or relative URL to the object material file from. If undefined or `null`, no material file will be loaded.


id: property-17892
parentType: Phaser.Types.Loader.FileTypes.PackFileConfig
name: url
type: string | any
description:
The absolute or relative URL to load the file from. Or can be a ready formed JSON object, in which case it will be directly processed.


id: property-17894
parentType: Phaser.Types.Loader.FileTypes.PackFileConfig
name: dataKey
type: string
description:
If specified instead of the whole JSON file being parsed, only the section corresponding to this property key will be added. If the property you want to extract is nested, use periods to divide it.


id: property-17897
parentType: Phaser.Types.Loader.FileTypes.PackFileSection
name: baseURL
type: string
description:
A URL used to resolve paths in `files`. Example: '[http://labs.phaser.io/assets/](http://labs.phaser.io/assets/)'.


id: property-17934
parentType: Phaser.Types.Loader.FileTypes.SVGSizeConfig
name: scale
type: number
description:
An optional scale. If given it overrides the width / height properties. The SVG is scaled by the scale factor before being rendered to a texture.


id: property-17987
parentType: Phaser.Types.Loader.XHRSettingsObject
name: withCredentials
type: boolean
defaultValue: false
description:
The withCredentials property indicates whether or not cross-site Access-Control requests should be made using credentials such as cookies, authorization headers or TLS client certificates. Setting withCredentials has no effect on same-site requests.


id: property-18051
parentType: Phaser.Types.Physics.Arcade.PhysicsGroupConfig
name: collideWorldBounds
type: boolean
defaultValue: false
description:
Sets [Phaser.Physics.Arcade.Body#collideWorldBounds](Phaser.Physics.Arcade.Body#collideWorldBounds).


id: property-18072
parentType: Phaser.Types.Physics.Arcade.PhysicsGroupConfig
name: angularAcceleration
type: number
defaultValue: 0
description:
Sets [Phaser.Physics.Arcade.Body#angularAcceleration](Phaser.Physics.Arcade.Body#angularAcceleration).


id: property-18076
parentType: Phaser.Types.Physics.Arcade.PhysicsGroupDefaults
name: setCollideWorldBounds
type: boolean
description:
As [Phaser.Physics.Arcade.Body#setCollideWorldBounds](Phaser.Physics.Arcade.Body#setCollideWorldBounds).


id: property-18095
parentType: Phaser.Types.Physics.Arcade.PhysicsGroupDefaults
name: setAngularAcceleration
type: number
description:
As [Phaser.Physics.Arcade.Body#setAngularAcceleration](Phaser.Physics.Arcade.Body#setAngularAcceleration).


id: property-18101
parentType: Phaser.Physics.Matter.Events.AfterAddEvent
name: object
type: Array.<any>
description:
An array of the object(s) that have been added. May be a single body, constraint, composite or a mixture of these.


id: property-18104
parentType: Phaser.Physics.Matter.Events.AfterRemoveEvent
name: object
type: Array.<any>
description:
An array of the object(s) that were removed. May be a single body, constraint, composite or a mixture of these.


id: property-18110
parentType: Phaser.Physics.Matter.Events.BeforeAddEvent
name: object
type: Array.<any>
description:
An array of the object(s) to be added. May be a single body, constraint, composite or a mixture of these.


id: property-18113
parentType: Phaser.Physics.Matter.Events.BeforeRemoveEvent
name: object
type: Array.<any>
description:
An array of the object(s) to be removed. May be a single body, constraint, composite or a mixture of these.


id: property-18136
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: parts
type: Array.<MatterJS.BodyType>
description:
An array of bodies that make up this body. The first body in the array must always be a self reference to the current body instance. All bodies in the `parts` array together form a single rigid compound body.


id: property-18139
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: vertices
type: Array.<Phaser.Types.Math.Vector2Like>
defaultValue: null
description:
An array of `Vector` objects that specify the convex hull of the rigid body. These should be provided about the origin `(0, 0)`.


id: property-18141
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: force
type: Phaser.Types.Math.Vector2Like
description:
A `Vector` that specifies the force to apply in the current step. It is zeroed after every `Body.update`. See also `Body.applyForce`.


id: property-18142
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: torque
type: number
defaultValue: 0
description:
A `Number` that specifies the torque (turning force) to apply in the current step. It is zeroed after every `Body.update`.


id: property-18143
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: isSensor
type: boolean
defaultValue: false
description:
A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.


id: property-18144
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: isStatic
type: boolean
defaultValue: false
description:
A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.


id: property-18145
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: sleepThreshold
type: number
defaultValue: 60
description:
A `Number` that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by the `Matter.Sleeping` module (if sleeping is enabled by the engine).


id: property-18146
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: density
type: number
defaultValue: 0.001
description:
A `Number` that defines the density of the body, that is its mass per unit area. If you pass the density via `Body.create` the `mass` property is automatically calculated for you based on the size (area) of the object. This is generally preferable to simply setting mass and allows for more intuitive definition of materials (e.g. rock has a higher density than wood).


id: property-18147
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: restitution
type: number
defaultValue: 0
description:
A `Number` that defines the restitution (elasticity) of the body. The value is always positive and is in the range `(0, 1)`.


id: property-18148
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: friction
type: number
defaultValue: 0.1
description:
A `Number` that defines the friction of the body. The value is always positive and is in the range `(0, 1)`. A value of `0` means that the body may slide indefinitely. A value of `1` means the body may come to a stop almost instantly after a force is applied.


id: property-18149
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: frictionStatic
type: number
defaultValue: 0.5
description:
A `Number` that defines the static friction of the body (in the Coulomb friction model). A value of `0` means the body will never 'stick' when it is nearly stationary and only dynamic `friction` is used. The higher the value (e.g. `10`), the more force it will take to initially get the body moving when nearly stationary. This value is multiplied with the `friction` property to make it easier to change `friction` and maintain an appropriate amount of static friction.


id: property-18150
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: frictionAir
type: number
defaultValue: 0.01
description:
A `Number` that defines the air friction of the body (air resistance). A value of `0` means the body will never slow as it moves through space. The higher the value, the faster a body slows when moving through space.


id: property-18152
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: slop
type: number
defaultValue: 0.05
description:
A `Number` that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies. Avoid changing this value unless you understand the purpose of `slop` in physics engines. The default should generally suffice, although very large bodies may require larger values for stable stacking.


id: property-18153
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: timeScale
type: number
defaultValue: 1
description:
A `Number` that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.


id: property-18154
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: chamfer
type: number | Array.<number> | Phaser.Types.Physics.Matter.MatterChamferConfig
defaultValue: null
description:
A number, or array of numbers, to chamfer the vertices of the body, or a full Chamfer configuration object.


id: property-18156
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: mass
type: number
defaultValue: 0
description:
A `Number` that defines the mass of the body, although it may be more appropriate to specify the `density` property instead. If you modify this value, you must also modify the `body.inverseMass` property (`1 / mass`).


id: property-18157
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: inverseMass
type: number
defaultValue: 0
description:
A `Number` that defines the inverse mass of the body (`1 / mass`). If you modify this value, you must also modify the `body.mass` property.


id: property-18163
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: onCollideCallback
type: function
description:
A callback that is invoked when this Body starts colliding with any other Body. You can register callbacks by providing a function of type `( pair: Matter.Pair) => void`.


id: property-18164
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: onCollideEndCallback
type: function
description:
A callback that is invoked when this Body stops colliding with any other Body. You can register callbacks by providing a function of type `( pair: Matter.Pair) => void`.


id: property-18165
parentType: Phaser.Types.Physics.Matter.MatterBodyConfig
name: onCollideActiveCallback
type: function
description:
A callback that is invoked for the duration that this Body is colliding with any other Body. You can register callbacks by providing a function of type `( pair: Matter.Pair) => void`.


id: property-18177
parentType: Phaser.Types.Physics.Matter.MatterBodyTileOptions
name: isStatic
type: boolean
defaultValue: true
description:
Whether or not the newly created body should be made static. This defaults to true since typically tiles should not be moved.


id: property-18178
parentType: Phaser.Types.Physics.Matter.MatterBodyTileOptions
name: addToWorld
type: boolean
defaultValue: true
description:
Whether or not to add the newly created body (or existing body if options.body is used) to the Matter world.


id: property-18200
parentType: Phaser.Types.Physics.Matter.MatterCollisionFilter
name: category
type: number
defaultValue: 0x0001
description:
A bit field that specifies the collision category this body belongs to. The category value should have only one bit set, for example `0x0001`. This means there are up to 32 unique collision categories available.


id: property-18222
parentType: Phaser.Types.Physics.Matter.MatterConstraintConfig
name: pointA
type: Phaser.Types.Math.Vector2Like
description:
A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyA` if defined, otherwise a world-space position.


id: property-18223
parentType: Phaser.Types.Physics.Matter.MatterConstraintConfig
name: pointB
type: Phaser.Types.Math.Vector2Like
description:
A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyB` if defined, otherwise a world-space position.


id: property-18224
parentType: Phaser.Types.Physics.Matter.MatterConstraintConfig
name: stiffness
type: number
defaultValue: 1
description:
A `Number` that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting `constraint.length`. A value of `1` means the constraint should be very stiff. A value of `0.2` means the constraint acts like a soft spring.


id: property-18228
parentType: Phaser.Types.Physics.Matter.MatterConstraintConfig
name: damping
type: number
defaultValue: 0
description:
A `Number` that specifies the damping of the constraint, i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation. Damping will only be apparent when the constraint also has a very low `stiffness`. A value of `0.1` means the constraint will apply heavy damping, resulting in little to no oscillation. A value of `0` means the constraint will apply no damping.


id: property-18229
parentType: Phaser.Types.Physics.Matter.MatterConstraintConfig
name: length
type: number
description:
A `Number` that specifies the target resting length of the constraint. It is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.


id: property-18286
parentType: Phaser.Types.Physics.Matter.MatterRunnerConfig
name: isFixed
type: boolean
defaultValue: false
description:
A boolean that specifies if the runner should use a fixed timestep (otherwise it is variable). If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic). If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).


id: property-18287
parentType: Phaser.Types.Physics.Matter.MatterRunnerConfig
name: fps
type: number
defaultValue: 60
description:
A number that specifies the frame rate in seconds. If you don't specify this, but do specify `delta`, those values set the fps rate.


id: property-18288
parentType: Phaser.Types.Physics.Matter.MatterRunnerConfig
name: correction
type: number
defaultValue: 1
description:
A number that specifies the time correction factor to apply to the update. This can help improve the accuracy of the simulation in cases where delta is changing between updates.


id: property-18290
parentType: Phaser.Types.Physics.Matter.MatterRunnerConfig
name: delta
type: number
defaultValue: 16.666
description:
A number that specifies the time step between updates in milliseconds. If you set the `fps` property, this value is set based on that. If `isFixed` is set to `true`, then `delta` is fixed. If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.


id: property-18293
parentType: Phaser.Types.Physics.Matter.MatterSetBodyConfig
name: type
type: string
defaultValue: 'rectangle'
description:
The shape type. Either `rectangle`, `circle`, `trapezoid`, `polygon`, `fromVertices`, `fromVerts` or `fromPhysicsEditor`.


id: property-18300
parentType: Phaser.Types.Physics.Matter.MatterSetBodyConfig
name: slope
type: number
defaultValue: 0.5
description:
Used by the `trapezoid` shape. The slope of the trapezoid. 0 creates a rectangle, while 1 creates a triangle. Positive values make the top side shorter, while negative values make the bottom side shorter.


id: property-18304
parentType: Phaser.Types.Physics.Matter.MatterSetBodyConfig
name: removeCollinear
type: number
defaultValue: 0.01
description:
Used by the `fromVerts` shape. Whether Matter.js will discard collinear edges (to improve performance).


id: property-18310
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: gravity
type: Phaser.Types.Math.Vector2Like | boolean
description:
Sets [Phaser.Physics.Matter.World#gravity](Phaser.Physics.Matter.World#gravity). If `false` Gravity will be set to zero.


id: property-18321
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: positionIterations
type: number
defaultValue: 6
description:
The number of position iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.


id: property-18322
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: velocityIterations
type: number
defaultValue: 4
description:
The number of velocity iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.


id: property-18323
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: constraintIterations
type: number
defaultValue: 2
description:
The number of constraint iterations to perform each update. The higher the value, the higher quality the simulation will be at the expense of performance.


id: property-18324
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: enableSleeping
type: boolean
defaultValue: false
description:
A flag that specifies whether the engine should allow sleeping via the `Matter.Sleeping` module. Sleeping can improve stability and performance, but often at the expense of accuracy.


id: property-18325
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: timing.timestamp
type: number
defaultValue: 0
description:
A `Number` that specifies the current simulation-time in milliseconds starting from `0`. It is incremented on every `Engine.update` by the given `delta` argument.


id: property-18326
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: timing.timeScale
type: number
defaultValue: 1
description:
A `Number` that specifies the global scaling factor of time for all bodies. A value of `0` freezes the simulation. A value of `0.1` gives a slow-motion effect. A value of `1.2` gives a speed-up effect.


id: property-18327
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: plugins.attractors
type: boolean
defaultValue: false
description:
Should the Matter Attractor Plugin be enabled? An attractors plugin that makes it easy to apply continual forces on bodies. It's possible to simulate effects such as wind, gravity and magnetism.


id: property-18328
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: plugins.wrap
type: boolean
defaultValue: false
description:
Should the Matter Wrap Plugin be enabled? A coordinate wrapping plugin that automatically wraps the position of bodies such that they always stay within the given bounds. Upon crossing a boundary the body will appear on the opposite side of the bounds, while maintaining its velocity.


id: property-18332
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: getDelta
type: function
description:
This function is called every time the core game loop steps, which is bound to the Request Animation Frame frequency unless otherwise modified.


id: property-18339
parentType: Phaser.Types.Physics.Matter.MatterWorldConfig
name: debug
type: boolean | Phaser.Types.Physics.Matter.MatterDebugConfig
defaultValue: false
description:
Controls the Matter Debug Rendering options. If a boolean it will use the default values, otherwise, specify a Debug Config object.


id: property-18363
parentType: Phaser.Types.Renderer.WebGL.RenderTargetConfig
name: scale
type: number
defaultValue: 1
description:
A value between 0 and 1. Controls the size of this Render Target in relation to the Renderer. A value of 1 matches it. 0.5 makes the Render Target half the size of the renderer, etc.


id: property-18365
parentType: Phaser.Types.Renderer.WebGL.RenderTargetConfig
name: autoClear
type: boolean
defaultValue: true
description:
Controls if this Render Target is automatically cleared (via `gl.COLOR_BUFFER_BIT`) during the bind.


id: property-18370
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineAttribute
name: type
type: GLenum
description:
The data type of the attribute. Either `gl.BYTE`, `gl.SHORT`, `gl.UNSIGNED_BYTE`, `gl.UNSIGNED_SHORT` or `gl.FLOAT`.


id: property-18371
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineAttribute
name: offset
type: number
description:
The offset, in bytes, of this attribute data in the vertex array. Equivalent to `offsetof(vertex, attrib)` in C.


id: property-18377
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineAttributeConfig
name: type
type: Phaser.Types.Renderer.WebGL.WebGLConst
description:
The data type of the attribute, one of the `WEBGL_CONST` values, i.e. `WEBGL_CONST.FLOAT`, `WEBGL_CONST.UNSIGNED_BYTE`, etc.


id: property-18381
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: topology
type: GLenum
defaultValue: gl.TRIANGLES
description:
How the primitives are rendered. The default value is GL_TRIANGLES. Here is the full list of rendering primitives: (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants).


id: property-18382
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: vertShader
type: string
description:
The source code, as a string, for the vertex shader. If you need to assign multiple shaders, see the `shaders` property.


id: property-18383
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: fragShader
type: string
description:
The source code, as a string, for the fragment shader. Can include `%count%` and `%forloop%` declarations for multi-texture support. If you need to assign multiple shaders, see the `shaders` property.


id: property-18384
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: batchSize
type: number
description:
The number of quads to hold in the batch. Defaults to `RenderConfig.batchSize`. This amount * 6 gives the vertex capacity.


id: property-18385
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: vertexSize
type: number
description:
The size, in bytes, of a single entry in the vertex buffer. Defaults to Float32Array.BYTES_PER_ELEMENT * 6 + Uint8Array.BYTES_PER_ELEMENT * 4.


id: property-18386
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: vertices
type: Array.<number> | Float32Array
description:
An optional Array or Typed Array of pre-calculated vertices data that is copied into the vertex data.


id: property-18388
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: shaders
type: Array.<Phaser.Types.Renderer.WebGL.WebGLPipelineShaderConfig>
description:
An array of shaders, all of which are created for this one pipeline. Uses the `vertShader`, `fragShader`, `attributes` and `uniforms` properties of this object as defaults.


id: property-18390
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineConfig
name: renderTarget
type: boolean | number | Array.<Phaser.Types.Renderer.WebGL.RenderTargetConfig>
description:
Create Render Targets for this pipeline. Can be a number, which determines the quantity, a boolean (sets quantity to 1), or an array of Render Target configuration objects.


id: property-18392
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineShaderConfig
name: vertShader
type: string
description:
The source code, as a string, for the vertex shader. If not given, uses the `Phaser.Types.Renderer.WebGL.WebGLPipelineConfig.vertShader` property instead.


id: property-18393
parentType: Phaser.Types.Renderer.WebGL.WebGLPipelineShaderConfig
name: fragShader
type: string
description:
The source code, as a string, for the fragment shader. Can include `%count%` and `%forloop%` declarations for multi-texture support. If not given, uses the `Phaser.Types.Renderer.WebGL.WebGLPipelineConfig.fragShader` property instead.


id: property-18408
parentType: Phaser.Types.Scenes.CreateSceneFromObjectConfig
name: extend
type: any
description:
Any additional properties, which will be copied to the Scene after it's created (except `data` or `sys`).


id: property-18414
parentType: Phaser.Types.Scenes.SceneTransitionConfig
name: sleep
type: boolean
defaultValue: false
description:
Will the Scene responsible for the transition be sent to sleep on completion (`true`), or stopped? (`false`)


id: property-18415
parentType: Phaser.Types.Scenes.SceneTransitionConfig
name: remove
type: boolean
defaultValue: false
description:
Will the Scene responsible for the transition be removed from the Scene Manager after the transition completes?


id: property-18421
parentType: Phaser.Types.Scenes.SceneTransitionConfig
name: data
type: any
description:
An object containing any data you wish to be passed to the target scene's init / create methods (if sleep is false) or to the target scene's wake event callback (if sleep is true).


id: property-18474
parentType: Phaser.Types.Textures.SpriteSheetConfig
name: endFrame
type: number
defaultValue: -1
description:
The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".


id: property-18493
parentType: Phaser.Types.Tilemaps.DebugStyleOptions
name: styleConfig.tileColor
type: Phaser.Display.Color
defaultValue: blue
description:
Color to use for drawing a filled rectangle at
non-colliding tile locations. If set to null, non-colliding tiles will not be drawn.


id: property-18494
parentType: Phaser.Types.Tilemaps.DebugStyleOptions
name: styleConfig.collidingTileColor
type: Phaser.Display.Color
defaultValue: orange
description:
Color to use for drawing a filled
rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn.


id: property-18495
parentType: Phaser.Types.Tilemaps.DebugStyleOptions
name: styleConfig.faceColor
type: Phaser.Display.Color
defaultValue: grey
description:
Color to use for drawing a line at interesting
tile faces. If set to null, interesting tile faces will not be drawn.


id: property-18551
parentType: Phaser.Types.Tilemaps.StyleConfig
name: tileColor
type: Phaser.Display.Color | number | null
defaultValue: blue
description:
Color to use for drawing a filled rectangle at non-colliding tile locations. If set to null, non-colliding tiles will not be drawn.


id: property-18552
parentType: Phaser.Types.Tilemaps.StyleConfig
name: collidingTileColor
type: Phaser.Display.Color | number | null
defaultValue: orange
description:
Color to use for drawing a filled rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn.


id: property-18553
parentType: Phaser.Types.Tilemaps.StyleConfig
name: faceColor
type: Phaser.Display.Color | number | null
defaultValue: grey
description:
Color to use for drawing a line at interesting tile faces. If set to null, interesting tile faces will not be drawn.


id: property-18556
parentType: Phaser.Types.Tilemaps.TiledObject
name: type
type: string
description:
The string type of this instance, as assigned in Tiled. Tiled supports inheriting instance types from tilesets; in that case, the type will be set in the tile's data, but will be `''` here; use the `gid` to fetch the tile data or properties.


id: property-18568
parentType: Phaser.Types.Tilemaps.TiledObject
name: polyline
type: Array.<Phaser.Types.Math.Vector2Like>
description:
Only set if a polyline object. An array of objects corresponding to points, where each point has an `x` property and a `y` property.


id: property-18569
parentType: Phaser.Types.Tilemaps.TiledObject
name: polygon
type: Array.<Phaser.Types.Math.Vector2Like>
description:
Only set if a polygon object. An array of objects corresponding to points, where each point has an `x` property and a `y` property.


id: property-18580
parentType: Phaser.Types.Tilemaps.TilemapConfig
name: insertNull
type: boolean
defaultValue: false
description:
Controls how empty tiles, tiles with an index of -1,
in the map data are handled. If `true`, empty locations will get a value of `null`. If `false`,
empty location will get a Tile object with an index of -1. If you've a large sparsely populated
map and the tile data doesn't need to change then setting this value to `true` will help with
memory consumption. However if your map is small or you need to update the tiles dynamically,
then leave the default value set.


id: property-18588
parentType: Phaser.Types.Time.TimerEventConfig
name: startAt
type: number
defaultValue: 0
description:
The initial elapsed time in milliseconds. Useful if you want a long duration with repeat, but for the first loop to fire quickly.


id: property-18598
parentType: Phaser.Types.Tweens.TweenConfigDefaults
name: yoyo
type: boolean
defaultValue: false
description:
Should the tween complete, then reverse the values incrementally to get back to the starting tween values? The reverse tweening will also take `duration` milliseconds to complete.


id: property-18599
parentType: Phaser.Types.Tweens.TweenConfigDefaults
name: flipX
type: boolean
defaultValue: false
description:
Horizontally flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the `flipX` property.


id: property-18600
parentType: Phaser.Types.Tweens.TweenConfigDefaults
name: flipY
type: boolean
defaultValue: false
description:
Vertically flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the `flipY` property.


id: property-18630
parentType: Phaser.Types.Tweens.NumberTweenBuilderConfig
name: completeDelay
type: string | number | function | object | array
defaultValue: 0
description:
The time the tween will wait before the onComplete event is dispatched once it has completed, in ms.


id: property-18631
parentType: Phaser.Types.Tweens.NumberTweenBuilderConfig
name: loop
type: string | number | function | object | array
defaultValue: 0
description:
The number of times the tween will repeat. (A value of 1 means the tween will play twice, as it repeated once.) The first loop starts after every property tween has completed once.


id: property-18657
parentType: Phaser.Types.Tweens.StaggerConfig
name: start
type: number
defaultValue: 0
description:
The value to start the stagger from. Can be used as a way to offset the stagger while still using a range for the value.


id: property-18658
parentType: Phaser.Types.Tweens.StaggerConfig
name: ease
type: string | function
defaultValue: 'Linear'
description:
An ease to apply across the staggered values. Can either be a string, such as 'sine.inout', or a function.


id: property-18659
parentType: Phaser.Types.Tweens.StaggerConfig
name: from
type: string | number
defaultValue: 0
description:
The index to start the stagger from. Can be the strings `first`, `last` or `center`, or an integer representing the stagger position.


id: property-18660
parentType: Phaser.Types.Tweens.StaggerConfig
name: grid
type: Array.<number>
description:
Set the stagger to run across a grid by providing an array where element 0 is the width of the grid and element 1 is the height. Combine with the 'from' property to control direction.


id: property-18661
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: tweens
type: Array.<Phaser.Types.Tweens.TweenBuilderConfig> | Array.<object> | function
description:
An array of tween configuration objects to create and add into the new Timeline. If this doesn't exist or is empty, the Timeline will start off paused and none of the other configuration settings will be read. If it's a function, it will be called and its return value will be used as the array.


id: property-18662
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: targets
type: any
description:
An array (or function which returns one) of default targets to which to apply the Timeline. Each individual Tween configuration can override this value.


id: property-18663
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: totalDuration
type: number
defaultValue: 0
description:
If specified, each Tween in the Timeline will get an equal portion of this duration, usually in milliseconds, by default. Each individual Tween configuration can override the Tween's duration.


id: property-18664
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: duration
type: number
defaultValue: 1000
description:
If `totalDuration` is not specified, the default duration, usually in milliseconds, of each Tween which will be created. Each individual Tween configuration can override the Tween's duration.


id: property-18665
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: delay
type: number
defaultValue: 0
description:
The number of milliseconds to delay before the tween will start. Each individual Tween configuration can override this value.


id: property-18667
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: ease
type: string | function
defaultValue: 'Power0'
description:
The easing equation to use for each tween. Each individual Tween configuration can override this value.


id: property-18668
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: hold
type: number
defaultValue: 0
description:
The number of milliseconds to hold each tween before yoyo'ing. Each individual Tween configuration can override this value.


id: property-18669
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: repeat
type: number
defaultValue: 0
description:
The number of times to repeat each tween. Each individual Tween configuration can override this value.


id: property-18670
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: repeatDelay
type: number
defaultValue: 0
description:
The number of milliseconds to pause before each tween will repeat. Each individual Tween configuration can override this value.


id: property-18671
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: yoyo
type: boolean
defaultValue: false
description:
Should each tween complete, then reverse the values incrementally to get back to the starting tween values? The reverse tweening will also take `duration` milliseconds to complete. Each individual Tween configuration can override this value.


id: property-18672
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: flipX
type: boolean
defaultValue: false
description:
Horizontally flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the `flipX` property. Each individual Tween configuration can override this value.


id: property-18673
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: flipY
type: boolean
defaultValue: false
description:
Vertically flip the target of the Tween when it completes (before it yoyos, if set to do so). Only works for targets that support the `flipY` property. Each individual Tween configuration can override this value.


id: property-18679
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: callbackScope
type: any
description:
The default scope (`this` value) to use for each callback registered by the Timeline Builder. If not specified, the Timeline itself will be used.


id: property-18681
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onStartScope
type: any
description:
The scope (`this` value) to use for the `onStart` callback. If not specified, the `callbackScope` will be used.


id: property-18682
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onStartParams
type: array
description:
Additional arguments to pass to the `onStart` callback. The Timeline will always be the first argument.


id: property-18683
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onUpdate
type: Phaser.Types.Tweens.TimelineOnUpdateCallback
description:
If specified, the `onUpdate` callback for the Timeline, called every frame it's active, regardless of its Tweens.


id: property-18684
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onUpdateScope
type: any
description:
The scope (`this` value) to use for the `onUpdate` callback. If not specified, the `callbackScope` will be used.


id: property-18685
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onUpdateParams
type: array
description:
Additional arguments to pass to the `onUpdate` callback. The Timeline will always be the first argument.


id: property-18687
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onLoopScope
type: any
description:
The scope (`this` value) to use for the `onLoop` callback. If not specified, the `callbackScope` will be used.


id: property-18688
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onLoopParams
type: array
description:
Additional arguments to pass to the `onLoop` callback. The Timeline will always be the first argument.


id: property-18690
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onYoyoScope
type: any
description:
The scope (`this` value) to use for the `onYoyo` callback. If not specified, the `callbackScope` will be used.


id: property-18691
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onYoyoParams
type: array
description:
Additional arguments to pass to the `onYoyo` callback. The first argument will always be `null`, while the Timeline will always be the second argument.


id: property-18693
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onCompleteScope
type: any
description:
The scope (`this` value) to use for the `onComplete` callback. If not specified, the `callbackScope` will be used.


id: property-18694
parentType: Phaser.Types.Tweens.TimelineBuilderConfig
name: onCompleteParams
type: array
description:
Additional arguments to pass to the `onComplete` callback. The Timeline will always be the first argument.


# examples

fk_id: Phaser.GameObjects.Text-setStyle
example:
text.setStyle({
    fontSize: '64px',
    fontFamily: 'Arial',
    color: '#ffffff',
    align: 'center',
    backgroundColor: '#ff00ff'
});


fk_id: Phaser.Utils.Array.NumberArrayStep
example:
NumberArrayStep(4);
// => [0, 1, 2, 3]

NumberArrayStep(1, 5);
// => [1, 2, 3, 4]

NumberArrayStep(0, 20, 5);
// => [0, 5, 10, 15]

NumberArrayStep(0, -4, -1);
// => [0, -1, -2, -3]

NumberArrayStep(1, 4, 0);
// => [1, 1, 1]

NumberArrayStep(0);
// => []


# members

longname: Phaser.Animations.Animation-duration
since: 3.0.0
name: duration
memberof: Phaser.Animations.Animation
type: number
scope: instance
metafilename: Animation.js
metapath: animations
description:
How long the animation should play for, in milliseconds.
If the `frameRate` property has been set then it overrides this value,
otherwise the `frameRate` is derived from `duration`.


longname: Phaser.Animations.AnimationFrame-duration
since: 3.0.0
name: duration
memberof: Phaser.Animations.AnimationFrame
type: number
defaultValue: 0
scope: instance
metafilename: AnimationFrame.js
metapath: animations
description:
Additional time (in ms) that this frame should appear for during playback.
The value is added onto the msPerFrame set by the animation.


longname: Phaser.Animations.AnimationFrame-progress
since: 3.0.0
name: progress
memberof: Phaser.Animations.AnimationFrame
type: number
defaultValue: 0
scope: instance
metafilename: AnimationFrame.js
metapath: animations
description:
What % through the animation does this frame come?
This value is generated when the animation is created and cached here.


longname: Phaser.Animations.AnimationManager-globalTimeScale
since: 3.0.0
name: globalTimeScale
memberof: Phaser.Animations.AnimationManager
type: number
defaultValue: 1
scope: instance
metafilename: AnimationManager.js
metapath: animations
description:
The global time scale of the Animation Manager.

This scales the time delta between two frames, thus influencing the speed of time for the Animation Manager.


longname: Phaser.Animations.AnimationManager-anims
since: 3.0.0
name: anims
memberof: Phaser.Animations.AnimationManager
type: Phaser.Structs.Map.<string, Phaser.Animations.Animation>
scope: instance
metafilename: AnimationManager.js
metapath: animations
access: protected
description:
The Animations registered in the Animation Manager.

This map should be modified with the [#add](#add) and [#create](#create) methods of the Animation Manager.


longname: Phaser.Animations.AnimationState-parent
since: 3.0.0
name: parent
memberof: Phaser.Animations.AnimationState
type: Phaser.GameObjects.GameObject
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The Game Object to which this animation component belongs.

You can typically access this component from the Game Object
via the `this.anims` property.


longname: Phaser.Animations.AnimationState-anims
since: 3.50.0
name: anims
memberof: Phaser.Animations.AnimationState
type: Phaser.Structs.Map.<string, Phaser.Animations.Animation>
scope: instance
metafilename: AnimationState.js
metapath: animations
access: protected
description:
The Animations stored locally in this Animation component.

Do not modify the contents of this Map directly, instead use the
`add`, `create` and `remove` methods of this class instead.


longname: Phaser.Animations.AnimationState-currentAnim
since: 3.0.0
name: currentAnim
memberof: Phaser.Animations.AnimationState
type: Phaser.Animations.Animation
defaultValue: null
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The current Animation loaded into this Animation component.

Will by `null` if no animation is yet loaded.


longname: Phaser.Animations.AnimationState-currentFrame
since: 3.0.0
name: currentFrame
memberof: Phaser.Animations.AnimationState
type: Phaser.Animations.AnimationFrame
defaultValue: null
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The current AnimationFrame being displayed by this Animation component.

Will by `null` if no animation is yet loaded.


longname: Phaser.Animations.AnimationState-nextAnim
since: 3.16.0
name: nextAnim
memberof: Phaser.Animations.AnimationState
type: string | Phaser.Animations.Animation | Phaser.Types.Animations.PlayAnimationConfig
defaultValue: null
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The key, instance, or config of the next Animation to be loaded into this Animation component
when the current animation completes.

Will by `null` if no animation has been queued.


longname: Phaser.Animations.AnimationState-nextAnimsQueue
since: 3.24.0
name: nextAnimsQueue
memberof: Phaser.Animations.AnimationState
type: array
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
A queue of Animations to be loaded into this Animation component when the current animation completes.

Populate this queue via the `chain` method.


longname: Phaser.Animations.AnimationState-timeScale
since: 3.50.0
name: timeScale
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 1
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The Time Scale factor.

You can adjust this value to modify the passage of time for the animation that is currently
playing. For example, setting it to 2 will make the animation play twice as fast. Or setting
it to 0.5 will slow the animation down.

You can change this value at run-time, or set it via the `PlayAnimationConfig`.

Prior to Phaser 3.50 this property was private and called `_timeScale`.


longname: Phaser.Animations.AnimationState-frameRate
since: 3.0.0
name: frameRate
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The frame rate of playback, of the current animation, in frames per second.

This value is set when a new animation is loaded into this component and should
be treated as read-only, as changing it once playback has started will not alter
the animation. To change the frame rate, provide a new value in the `PlayAnimationConfig` object.


longname: Phaser.Animations.AnimationState-duration
since: 3.0.0
name: duration
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The duration of the current animation, in milliseconds.

This value is set when a new animation is loaded into this component and should
be treated as read-only, as changing it once playback has started will not alter
the animation. To change the duration, provide a new value in the `PlayAnimationConfig` object.


longname: Phaser.Animations.AnimationState-msPerFrame
since: 3.0.0
name: msPerFrame
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The number of milliseconds per frame, not including frame specific modifiers that may be present in the
Animation data.

This value is calculated when a new animation is loaded into this component and should
be treated as read-only. Changing it will not alter playback speed.


longname: Phaser.Animations.AnimationState-delay
since: 3.50.0
name: delay
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The delay before starting playback of the current animation, in milliseconds.

This value is set when a new animation is loaded into this component and should
be treated as read-only, as changing it once playback has started will not alter
the animation. To change the delay, provide a new value in the `PlayAnimationConfig` object.

Prior to Phaser 3.50 this property was private and called `_delay`.


longname: Phaser.Animations.AnimationState-repeat
since: 3.50.0
name: repeat
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The number of times to repeat playback of the current animation.

If -1, it means the animation will repeat forever.

This value is set when a new animation is loaded into this component and should
be treated as read-only, as changing it once playback has started will not alter
the animation. To change the number of repeats, provide a new value in the `PlayAnimationConfig` object.

Prior to Phaser 3.50 this property was private and called `_repeat`.


longname: Phaser.Animations.AnimationState-repeatDelay
since: 3.0.0
name: repeatDelay
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The number of milliseconds to wait before starting the repeat playback of the current animation.

This value is set when a new animation is loaded into this component, but can also be modified
at run-time.

You can change the repeat delay by providing a new value in the `PlayAnimationConfig` object.

Prior to Phaser 3.50 this property was private and called `_repeatDelay`.


longname: Phaser.Animations.AnimationState-yoyo
since: 3.50.0
name: yoyo
memberof: Phaser.Animations.AnimationState
type: boolean
defaultValue: false
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
Should the current animation yoyo? An animation that yoyos will play in reverse, from the end
to the start, before then repeating or completing. An animation that does not yoyo will just
play from the start to the end.

This value is set when a new animation is loaded into this component, but can also be modified
at run-time.

You can change the yoyo by providing a new value in the `PlayAnimationConfig` object.

Prior to Phaser 3.50 this property was private and called `_yoyo`.


longname: Phaser.Animations.AnimationState-showOnStart
since: 3.50.0
name: showOnStart
memberof: Phaser.Animations.AnimationState
type: boolean
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
Should the GameObject's `visible` property be set to `true` when the animation starts to play?

This will happen _after_ any delay that may have been set.

This value is set when a new animation is loaded into this component, but can also be modified
at run-time, assuming the animation is currently delayed.


longname: Phaser.Animations.AnimationState-hideOnComplete
since: 3.50.0
name: hideOnComplete
memberof: Phaser.Animations.AnimationState
type: boolean
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
Should the GameObject's `visible` property be set to `false` when the animation completes?

This value is set when a new animation is loaded into this component, but can also be modified
at run-time, assuming the animation is still actively playing.


longname: Phaser.Animations.AnimationState-inReverse
since: 3.50.0
name: inReverse
memberof: Phaser.Animations.AnimationState
type: boolean
defaultValue: false
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
An internal trigger that tells the component if it should plays the animation
in reverse mode ('true') or not ('false'). This is used because `forward` can
be changed by the `yoyo` feature.

Prior to Phaser 3.50 this property was private and called `_reverse`.


longname: Phaser.Animations.AnimationState-accumulator
since: 3.0.0
name: accumulator
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
Internal time overflow accumulator.

This has the `delta` time added to it as part of the `update` step.


longname: Phaser.Animations.AnimationState-nextTick
since: 3.0.0
name: nextTick
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
The time point at which the next animation frame will change.

This value is compared against the `accumulator` as part of the `update` step.


longname: Phaser.Animations.AnimationState-delayCounter
since: 3.50.0
name: delayCounter
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
A counter keeping track of how much delay time, in milliseconds, is left before playback begins.

This is set via the `playAfterDelay` method, although it can be modified at run-time
if required, as long as the animation has not already started playing.


longname: Phaser.Animations.AnimationState-repeatCounter
since: 3.0.0
name: repeatCounter
memberof: Phaser.Animations.AnimationState
type: number
defaultValue: 0
scope: instance
metafilename: AnimationState.js
metapath: animations
description:
A counter that keeps track of how many repeats are left to run.

This value is set when a new animation is loaded into this component, but can also be modified
at run-time.


longname: Phaser.Animations.AnimationState-_pendingStop
since: 3.4.0
name: _pendingStop
memberof: Phaser.Animations.AnimationState
type: number
scope: instance
metafilename: AnimationState.js
metapath: animations
access: private
description:
Internal property tracking if this Animation is waiting to stop.

0 = No
1 = Waiting for ms to pass
2 = Waiting for repeat
3 = Waiting for specific frame


longname: Phaser.Cache.BaseCache-entries
since: 3.0.0
name: entries
memberof: Phaser.Cache.BaseCache
type: Phaser.Structs.Map.<String, *>
scope: instance
metafilename: BaseCache.js
metapath: cache
description:
The Map in which the cache objects are stored.

You can query the Map directly or use the BaseCache methods.


longname: Phaser.Cache.CacheManager-bitmapFont
since: 3.0.0
name: bitmapFont
memberof: Phaser.Cache.CacheManager
type: Phaser.Cache.BaseCache
scope: instance
metafilename: CacheManager.js
metapath: cache
description:
A Cache storing all bitmap font data files, typically added via the Loader.
Only the font data is stored in this cache, the textures are part of the Texture Manager.


longname: Phaser.Cache.CacheManager-tilemap
since: 3.0.0
name: tilemap
memberof: Phaser.Cache.CacheManager
type: Phaser.Cache.BaseCache
scope: instance
metafilename: CacheManager.js
metapath: cache
description:
A Cache storing all tilemap data files, typically added via the Loader.
Only the data is stored in this cache, the textures are part of the Texture Manager.


longname: Phaser.Cameras.Scene2D.BaseCamera-id
since: 3.11.0
name: id
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The Camera ID. Assigned by the Camera Manager and used to handle camera exclusion.
This value is a bitmask.


longname: Phaser.Cameras.Scene2D.BaseCamera-visible
since: 3.10.0
name: visible
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: boolean
defaultValue: true
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
overrides: Phaser.GameObjects.Components.Visible#visible
description:
Is this Camera visible or not?

A visible camera will render and perform input tests.
An invisible camera will not render anything and will skip input tests.


longname: Phaser.Cameras.Scene2D.BaseCamera-useBounds
since: 3.0.0
name: useBounds
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: boolean
defaultValue: false
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Is this Camera using a bounds to restrict scrolling movement?

Set this property along with the bounds via `Camera.setBounds`.


longname: Phaser.Cameras.Scene2D.BaseCamera-worldView
since: 3.11.0
name: worldView
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: Phaser.Geom.Rectangle
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The World View is a Rectangle that defines the area of the 'world' the Camera is currently looking at.
This factors in the Camera viewport size, zoom and scroll position and is updated in the Camera preRender step.
If you have enabled Camera bounds the worldview will be clamped to those bounds accordingly.
You can use it for culling or intersection checks.


longname: Phaser.Cameras.Scene2D.BaseCamera-dirty
since: 3.11.0
name: dirty
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: boolean
defaultValue: true
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Is this Camera dirty?

A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame.

This flag is cleared during the `postRenderCamera` method of the renderer.


longname: Phaser.Cameras.Scene2D.BaseCamera-_x
since: 3.0.0
name: _x
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The x position of the Camera viewport, relative to the top-left of the game canvas.
The viewport is the area into which the camera renders.
To adjust the position the camera is looking at in the game world, see the `scrollX` value.


longname: Phaser.Cameras.Scene2D.BaseCamera-_y
since: 3.0.0
name: _y
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The y position of the Camera, relative to the top-left of the game canvas.
The viewport is the area into which the camera renders.
To adjust the position the camera is looking at in the game world, see the `scrollY` value.


longname: Phaser.Cameras.Scene2D.BaseCamera-_width
since: 3.11.0
name: _width
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The width of the Camera viewport, in pixels.

The viewport is the area into which the Camera renders. Setting the viewport does
not restrict where the Camera can scroll to.


longname: Phaser.Cameras.Scene2D.BaseCamera-_height
since: 3.11.0
name: _height
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The height of the Camera viewport, in pixels.

The viewport is the area into which the Camera renders. Setting the viewport does
not restrict where the Camera can scroll to.


longname: Phaser.Cameras.Scene2D.BaseCamera-_scrollX
since: 3.11.0
name: _scrollX
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 0
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The horizontal scroll position of this Camera.

Change this value to cause the Camera to scroll around your Scene.

Alternatively, setting the Camera to follow a Game Object, via the `startFollow` method,
will automatically adjust the Camera scroll values accordingly.

You can set the bounds within which the Camera can scroll via the `setBounds` method.


longname: Phaser.Cameras.Scene2D.BaseCamera-_scrollY
since: 3.11.0
name: _scrollY
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 0
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The vertical scroll position of this Camera.

Change this value to cause the Camera to scroll around your Scene.

Alternatively, setting the Camera to follow a Game Object, via the `startFollow` method,
will automatically adjust the Camera scroll values accordingly.

You can set the bounds within which the Camera can scroll via the `setBounds` method.


longname: Phaser.Cameras.Scene2D.BaseCamera-_zoomX
since: 3.50.0
name: _zoomX
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 1
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The Camera horizontal zoom value. Change this value to zoom in, or out of, a Scene.

A value of 0.5 would zoom the Camera out, so you can now see twice as much
of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
now takes up 2 pixels when rendered.

Set to 1 to return to the default zoom level.

Be careful to never set this value to zero.


longname: Phaser.Cameras.Scene2D.BaseCamera-_zoomY
since: 3.50.0
name: _zoomY
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 1
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The Camera vertical zoom value. Change this value to zoom in, or out of, a Scene.

A value of 0.5 would zoom the Camera out, so you can now see twice as much
of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
now takes up 2 pixels when rendered.

Set to 1 to return to the default zoom level.

Be careful to never set this value to zero.


longname: Phaser.Cameras.Scene2D.BaseCamera-_rotation
since: 3.11.0
name: _rotation
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 0
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The rotation of the Camera in radians.

Camera rotation always takes place based on the Camera viewport. By default, rotation happens
in the center of the viewport. You can adjust this with the `originX` and `originY` properties.

Rotation influences the rendering of _all_ Game Objects visible by this Camera. However, it does not
rotate the Camera viewport itself, which always remains an axis-aligned rectangle.


longname: Phaser.Cameras.Scene2D.BaseCamera-alpha
since: 3.11.0
name: alpha
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 1
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
overrides: Phaser.GameObjects.Components.Alpha#alpha
description:
The Camera alpha value. Setting this property impacts every single object that this Camera
renders. You can either set the property directly, i.e. via a Tween, to fade a Camera in or out,
or via the chainable `setAlpha` method instead.


longname: Phaser.Cameras.Scene2D.BaseCamera-disableCull
since: 3.0.0
name: disableCull
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: boolean
defaultValue: false
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
Should the camera cull Game Objects before checking them for input hit tests?
In some special cases it may be beneficial to disable this.


longname: Phaser.Cameras.Scene2D.BaseCamera-midPoint
since: 3.11.0
name: midPoint
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: Phaser.Math.Vector2
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The mid-point of the Camera in 'world' coordinates.

Use it to obtain exactly where in the world the center of the camera is currently looking.

This value is updated in the preRender method, after the scroll values and follower
have been processed.


longname: Phaser.Cameras.Scene2D.BaseCamera-originX
since: 3.11.0
name: originX
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 0.5
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The horizontal origin of rotation for this Camera.

By default the camera rotates around the center of the viewport.

Changing the origin allows you to adjust the point in the viewport from which rotation happens.
A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.

See `setOrigin` to set both origins in a single, chainable call.


longname: Phaser.Cameras.Scene2D.BaseCamera-originY
since: 3.11.0
name: originY
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 0.5
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The vertical origin of rotation for this Camera.

By default the camera rotates around the center of the viewport.

Changing the origin allows you to adjust the point in the viewport from which rotation happens.
A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.

See `setOrigin` to set both origins in a single, chainable call.


longname: Phaser.Cameras.Scene2D.BaseCamera-mask
since: 3.17.0
name: mask
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The Mask this Camera is using during render.
Set the mask using the `setMask` method. Remove the mask using the `clearMask` method.


longname: Phaser.Cameras.Scene2D.BaseCamera-_maskCamera
since: 3.17.0
name: _maskCamera
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
access: private
description:
The Camera that this Camera uses for translation during masking.

If the mask is fixed in position this will be a reference to
the CameraManager.default instance. Otherwise, it'll be a reference
to itself.


longname: Phaser.Cameras.Scene2D.BaseCamera-renderList
since: 3.52.0
name: renderList
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: Array.<Phaser.GameObjects.GameObject>
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
This array is populated with all of the Game Objects that this Camera has rendered
in the previous (or current, depending on when you inspect it) frame.

It is cleared at the start of `Camera.preUpdate`, or if the Camera is destroyed.

You should not modify this array as it is used internally by the input system,
however you can read it as required. Note that Game Objects may appear in this
list multiple times if they belong to multiple non-exclusive Containers.


longname: Phaser.Cameras.Scene2D.BaseCamera-y
since: 3.0.0
name: y
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The y position of the Camera viewport, relative to the top-left of the game canvas.
The viewport is the area into which the camera renders.
To adjust the position the camera is looking at in the game world, see the `scrollY` value.


longname: Phaser.Cameras.Scene2D.BaseCamera-zoom
since: 3.0.0
name: zoom
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
defaultValue: 1
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The Camera zoom value. Change this value to zoom in, or out of, a Scene.

A value of 0.5 would zoom the Camera out, so you can now see twice as much
of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
now takes up 2 pixels when rendered.

Set to 1 to return to the default zoom level.

Be careful to never set this value to zero.


longname: Phaser.Cameras.Scene2D.BaseCamera-centerX
since: 3.10.0
name: centerX
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The horizontal position of the center of the Camera's viewport, relative to the left of the game canvas.


longname: Phaser.Cameras.Scene2D.BaseCamera-centerY
since: 3.10.0
name: centerY
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The vertical position of the center of the Camera's viewport, relative to the top of the game canvas.


longname: Phaser.Cameras.Scene2D.BaseCamera-displayWidth
since: 3.11.0
name: displayWidth
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The displayed width of the camera viewport, factoring in the camera zoom level.

If a camera has a viewport width of 800 and a zoom of 0.5 then its display width
would be 1600, as it's displaying twice as many pixels as zoom level 1.

Equally, a camera with a width of 800 and zoom of 2 would have a display width
of 400 pixels.


longname: Phaser.Cameras.Scene2D.BaseCamera-displayHeight
since: 3.11.0
name: displayHeight
memberof: Phaser.Cameras.Scene2D.BaseCamera
type: number
scope: instance
metafilename: BaseCamera.js
metapath: cameras/2d
description:
The displayed height of the camera viewport, factoring in the camera zoom level.

If a camera has a viewport height of 600 and a zoom of 0.5 then its display height
would be 1200, as it's displaying twice as many pixels as zoom level 1.

Equally, a camera with a height of 600 and zoom of 2 would have a display height
of 300 pixels.


longname: Phaser.Cameras.Scene2D.Camera-lerp
since: 3.9.0
name: lerp
memberof: Phaser.Cameras.Scene2D.Camera
type: Phaser.Math.Vector2
scope: instance
metafilename: Camera.js
metapath: cameras/2d
description:
The linear interpolation value to use when following a target.

Can also be set via `setLerp` or as part of the `startFollow` call.

The default values of 1 means the camera will instantly snap to the target coordinates.
A lower value, such as 0.1 means the camera will more slowly track the target, giving
a smooth transition. You can set the horizontal and vertical values independently, and also
adjust this value in real-time during your game.

Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.


longname: Phaser.Cameras.Scene2D.Camera-followOffset
since: 3.9.0
name: followOffset
memberof: Phaser.Cameras.Scene2D.Camera
type: Phaser.Math.Vector2
scope: instance
metafilename: Camera.js
metapath: cameras/2d
description:
The values stored in this property are subtracted from the Camera targets position, allowing you to
offset the camera from the actual target x/y coordinates by this amount.
Can also be set via `setFollowOffset` or as part of the `startFollow` call.


longname: Phaser.Cameras.Scene2D.Camera-deadzone
since: 3.11.0
name: deadzone
memberof: Phaser.Cameras.Scene2D.Camera
type: Phaser.Geom.Rectangle
scope: instance
metafilename: Camera.js
metapath: cameras/2d
description:
The Camera dead zone.

The deadzone is only used when the camera is following a target.

It defines a rectangular region within which if the target is present, the camera will not scroll.
If the target moves outside of this area, the camera will begin scrolling in order to follow it.

The `lerp` values that you can set for a follower target also apply when using a deadzone.

You can directly set this property to be an instance of a Rectangle. Or, you can use the
`setDeadzone` method for a chainable approach.

The rectangle you provide can have its dimensions adjusted dynamically, however, please
note that its position is updated every frame, as it is constantly re-centered on the cameras mid point.

Calling `setDeadzone` with no arguments will reset an active deadzone, as will setting this property
to `null`.


longname: Phaser.Cameras.Scene2D.CameraManager-roundPixels
since: 3.11.0
name: roundPixels
memberof: Phaser.Cameras.Scene2D.CameraManager
type: boolean
scope: instance
metafilename: CameraManager.js
metapath: cameras/2d
description:
All Cameras created by, or added to, this Camera Manager, will have their `roundPixels`
property set to match this value. By default it is set to match the value set in the
game configuration, but can be changed at any point. Equally, individual cameras can
also be changed as needed.


longname: Phaser.Cameras.Scene2D.CameraManager-cameras
since: 3.0.0
name: cameras
memberof: Phaser.Cameras.Scene2D.CameraManager
type: Array.<Phaser.Cameras.Scene2D.Camera>
scope: instance
metafilename: CameraManager.js
metapath: cameras/2d
description:
An Array of the Camera objects being managed by this Camera Manager.
The Cameras are updated and rendered in the same order in which they appear in this array.
Do not directly add or remove entries to this array. However, you can move the contents
around the array should you wish to adjust the display order.


longname: Phaser.Cameras.Scene2D.CameraManager-main
since: 3.0.0
name: main
memberof: Phaser.Cameras.Scene2D.CameraManager
type: Phaser.Cameras.Scene2D.Camera
scope: instance
metafilename: CameraManager.js
metapath: cameras/2d
description:
A handy reference to the 'main' camera. By default this is the first Camera the
Camera Manager creates. You can also set it directly, or use the `makeMain` argument
in the `add` and `addExisting` methods. It allows you to access it from your game:

```javascript
var cam = this.cameras.main;
```

Also see the properties `camera1`, `camera2` and so on.


longname: Phaser.Cameras.Scene2D.CameraManager-default
since: 3.17.0
name: default
memberof: Phaser.Cameras.Scene2D.CameraManager
type: Phaser.Cameras.Scene2D.Camera
scope: instance
metafilename: CameraManager.js
metapath: cameras/2d
description:
A default un-transformed Camera that doesn't exist on the camera list and doesn't
count towards the total number of cameras being managed. It exists for other
systems, as well as your own code, should they require a basic un-transformed
camera instance from which to calculate a view matrix.


longname: Phaser.Cameras.Scene2D.Effects.Fade-isComplete
since: 3.5.0
name: isComplete
memberof: Phaser.Cameras.Scene2D.Effects.Fade
type: boolean
defaultValue: false
scope: instance
metafilename: Fade.js
metapath: cameras/2d/effects
description:
Has this effect finished running?

This is different from `isRunning` because it remains set to `true` when the effect is over,
until the effect is either reset or started again.


longname: Phaser.Cameras.Scene2D.Effects.Fade-direction
since: 3.5.0
name: direction
memberof: Phaser.Cameras.Scene2D.Effects.Fade
type: boolean
scope: instance
metafilename: Fade.js
metapath: cameras/2d/effects
description:
The direction of the fade.
`true` = fade out (transparent to color), `false` = fade in (color to transparent)


longname: Phaser.Cameras.Scene2D.Effects.Fade-red
since: 3.5.0
name: red
memberof: Phaser.Cameras.Scene2D.Effects.Fade
type: number
scope: instance
metafilename: Fade.js
metapath: cameras/2d/effects
access: private
description:
The value of the red color channel the camera will use for the fade effect.
A value between 0 and 255.


longname: Phaser.Cameras.Scene2D.Effects.Fade-green
since: 3.5.0
name: green
memberof: Phaser.Cameras.Scene2D.Effects.Fade
type: number
scope: instance
metafilename: Fade.js
metapath: cameras/2d/effects
access: private
description:
The value of the green color channel the camera will use for the fade effect.
A value between 0 and 255.


longname: Phaser.Cameras.Scene2D.Effects.Fade-blue
since: 3.5.0
name: blue
memberof: Phaser.Cameras.Scene2D.Effects.Fade
type: number
scope: instance
metafilename: Fade.js
metapath: cameras/2d/effects
access: private
description:
The value of the blue color channel the camera will use for the fade effect.
A value between 0 and 255.


longname: Phaser.Cameras.Scene2D.Effects.Fade-progress
since: 3.5.0
name: progress
memberof: Phaser.Cameras.Scene2D.Effects.Fade
type: number
scope: instance
metafilename: Fade.js
metapath: cameras/2d/effects
description:
If this effect is running this holds the current percentage of the progress, a value between 0 and 1.


longname: Phaser.Cameras.Scene2D.Effects.Flash-red
since: 3.5.0
name: red
memberof: Phaser.Cameras.Scene2D.Effects.Flash
type: number
scope: instance
metafilename: Flash.js
metapath: cameras/2d/effects
access: private
description:
The value of the red color channel the camera will use for the flash effect.
A value between 0 and 255.


longname: Phaser.Cameras.Scene2D.Effects.Flash-green
since: 3.5.0
name: green
memberof: Phaser.Cameras.Scene2D.Effects.Flash
type: number
scope: instance
metafilename: Flash.js
metapath: cameras/2d/effects
access: private
description:
The value of the green color channel the camera will use for the flash effect.
A value between 0 and 255.


longname: Phaser.Cameras.Scene2D.Effects.Flash-blue
since: 3.5.0
name: blue
memberof: Phaser.Cameras.Scene2D.Effects.Flash
type: number
scope: instance
metafilename: Flash.js
metapath: cameras/2d/effects
access: private
description:
The value of the blue color channel the camera will use for the flash effect.
A value between 0 and 255.


longname: Phaser.Cameras.Scene2D.Effects.Shake-intensity
since: 3.5.0
name: intensity
memberof: Phaser.Cameras.Scene2D.Effects.Shake
type: Phaser.Math.Vector2
scope: instance
metafilename: Shake.js
metapath: cameras/2d/effects
description:
The intensity of the effect. Use small float values. The default when the effect starts is 0.05.
This is a Vector2 object, allowing you to control the shake intensity independently across x and y.
You can modify this value while the effect is active to create more varied shake effects.


longname: Phaser.Game-config
since: 3.0.0
name: config
memberof: Phaser.Game
type: Phaser.Core.Config
scope: instance
metafilename: Game.js
metapath: core
description:
The parsed Game Configuration object.

The values stored within this object are read-only and should not be changed at run-time.


longname: Phaser.Game-domContainer
since: 3.17.0
name: domContainer
memberof: Phaser.Game
type: HTMLDivElement
scope: instance
metafilename: Game.js
metapath: core
description:
A reference to an HTML Div Element used as the DOM Element Container.

Only set if `createDOMContainer` is `true` in the game config (by default it is `false`) and
if you provide a parent element to insert the Phaser Game inside.

See the DOM Element Game Object for more details.


longname: Phaser.Game-canvas
since: 3.0.0
name: canvas
memberof: Phaser.Game
type: HTMLCanvasElement
scope: instance
metafilename: Game.js
metapath: core
description:
A reference to the HTML Canvas Element that Phaser uses to render the game.
This is created automatically by Phaser unless you provide a `canvas` property
in your Game Config.


longname: Phaser.Game-context
since: 3.0.0
name: context
memberof: Phaser.Game
type: CanvasRenderingContext2D | WebGLRenderingContext
scope: instance
metafilename: Game.js
metapath: core
description:
A reference to the Rendering Context belonging to the Canvas Element this game is rendering to.
If the game is running under Canvas it will be a 2d Canvas Rendering Context.
If the game is running under WebGL it will be a WebGL Rendering Context.
This context is created automatically by Phaser unless you provide a `context` property
in your Game Config.


longname: Phaser.Game-anims
since: 3.0.0
name: anims
memberof: Phaser.Game
type: Phaser.Animations.AnimationManager
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Animation Manager.

The Animation Manager is a global system responsible for managing all animations used within your game.


longname: Phaser.Game-textures
since: 3.0.0
name: textures
memberof: Phaser.Game
type: Phaser.Textures.TextureManager
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Texture Manager.

The Texture Manager is a global system responsible for managing all textures being used by your game.


longname: Phaser.Game-cache
since: 3.0.0
name: cache
memberof: Phaser.Game
type: Phaser.Cache.CacheManager
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Cache Manager.

The Cache Manager is a global system responsible for caching, accessing and releasing external game assets.


longname: Phaser.Game-input
since: 3.0.0
name: input
memberof: Phaser.Game
type: Phaser.Input.InputManager
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Input Manager.

The Input Manager is a global system responsible for the capture of browser-level input events.


longname: Phaser.Game-scene
since: 3.0.0
name: scene
memberof: Phaser.Game
type: Phaser.Scenes.SceneManager
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Scene Manager.

The Scene Manager is a global system responsible for creating, modifying and updating the Scenes in your game.


longname: Phaser.Game-device
since: 3.0.0
name: device
memberof: Phaser.Game
type: Phaser.DeviceConf
scope: instance
metafilename: Game.js
metapath: core
description:
A reference to the Device inspector.

Contains information about the device running this game, such as OS, browser vendor and feature support.
Used by various systems to determine capabilities and code paths.


longname: Phaser.Game-scale
since: 3.16.0
name: scale
memberof: Phaser.Game
type: Phaser.Scale.ScaleManager
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Scale Manager.

The Scale Manager is a global system responsible for handling scaling of the game canvas.


longname: Phaser.Game-sound
since: 3.0.0
name: sound
memberof: Phaser.Game
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the base Sound Manager.

The Sound Manager is a global system responsible for the playback and updating of all audio in your game.

You can disable the inclusion of the Sound Manager in your build by toggling the webpack `FEATURE_SOUND` flag.

type:
Phaser.Sound.NoAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager | Phaser.Sound.WebAudioSoundManager


longname: Phaser.Game-loop
since: 3.0.0
name: loop
memberof: Phaser.Game
type: Phaser.Core.TimeStep
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Time Step.

The Time Step is a global system responsible for setting-up and responding to the browser frame events, processing
them and calculating delta values. It then automatically calls the game step.


longname: Phaser.Game-plugins
since: 3.0.0
name: plugins
memberof: Phaser.Game
type: Phaser.Plugins.PluginManager
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Plugin Manager.

The Plugin Manager is a global system that allows plugins to register themselves with it, and can then install
those plugins into Scenes as required.


longname: Phaser.Game-facebook
since: 3.13.0
name: facebook
memberof: Phaser.Game
type: Phaser.FacebookInstantGamesPlugin
scope: instance
metafilename: Game.js
metapath: core
description:
An instance of the Facebook Instant Games Plugin.

This will only be available if the plugin has been built into Phaser,
or you're using the special Facebook Instant Games custom build.


longname: Phaser.Game-noReturn
since: 3.12.0
name: noReturn
memberof: Phaser.Game
type: boolean
scope: instance
metafilename: Game.js
metapath: core
access: private
description:
Remove everything when the game is destroyed.
You cannot create a new Phaser instance on the same web page after doing this.


longname: Phaser.Game-hasFocus
since: 3.9.0
name: hasFocus
memberof: Phaser.Game
type: boolean
scope: instance
metafilename: Game.js
metapath: core
description:
Does the window the game is running in currently have focus or not?
This is modified by the VisibilityHandler.


longname: Phaser.Core.TimeStep-running
since: 3.0.0
name: running
memberof: Phaser.Core.TimeStep
type: boolean
defaultValue: false
scope: instance
metafilename: TimeStep.js
metapath: core
description:
A flag that is set once the TimeStep has started running and toggled when it stops.
The difference between this value and `started` is that `running` is toggled when
the TimeStep is sent to sleep, where-as `started` remains `true`, only changing if
the TimeStep is actually stopped, not just paused.


longname: Phaser.Core.TimeStep-targetFps
since: 3.0.0
name: targetFps
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 60
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The target fps rate for the Time Step to run at.

Setting this value will not actually change the speed at which the browser runs, that is beyond
the control of Phaser. Instead, it allows you to determine performance issues and if the Time Step
is spiraling out of control.


longname: Phaser.Core.TimeStep-nextFpsUpdate
since: 3.0.0
name: nextFpsUpdate
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 0
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The time at which the next fps rate update will take place.
When an fps update happens, the `framesThisSecond` value is reset.


longname: Phaser.Core.TimeStep-forceSetTimeOut
since: 3.0.0
name: forceSetTimeOut
memberof: Phaser.Core.TimeStep
type: boolean
defaultValue: false
scope: instance
metafilename: TimeStep.js
metapath: core
description:
You can force the Time Step to use Set Timeout instead of Request Animation Frame by setting
the `forceSetTimeOut` property to `true` in the Game Configuration object. It cannot be changed at run-time.


longname: Phaser.Core.TimeStep-startTime
since: 3.0.0
name: startTime
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 0
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The time at which the game started running. This value is adjusted if the game is then
paused and resumes.


longname: Phaser.Core.TimeStep-frame
since: 3.0.0
name: frame
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 0
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The current frame the game is on. This counter is incremented once every game step, regardless of how much
time has passed and is unaffected by delta smoothing.


longname: Phaser.Core.TimeStep-inFocus
since: 3.0.0
name: inFocus
memberof: Phaser.Core.TimeStep
type: boolean
defaultValue: true
scope: instance
metafilename: TimeStep.js
metapath: core
description:
Is the browser currently considered in focus by the Page Visibility API?
This value is set in the `blur` method, which is called automatically by the Game instance.


longname: Phaser.Core.TimeStep-deltaSmoothingMax
since: 3.0.0
name: deltaSmoothingMax
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 10
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The maximum number of delta values that are retained in order to calculate a smoothed moving average.

This can be changed in the Game Config via the `fps.deltaHistory` property. The default is 10.


longname: Phaser.Core.TimeStep-panicMax
since: 3.0.0
name: panicMax
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 120
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The number of frames that the cooldown is set to after the browser panics over the FPS rate, usually
as a result of switching tabs and regaining focus.

This can be changed in the Game Config via the `fps.panicMax` property. The default is 120.


longname: Phaser.Core.TimeStep-rawDelta
since: 3.0.0
name: rawDelta
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 0
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The actual elapsed time in ms between one update and the next.

Unlike with `delta`, no smoothing, capping, or averaging is applied to this value.
So please be careful when using this value in math calculations.


longname: Phaser.Core.TimeStep-now
since: 3.18.0
name: now
memberof: Phaser.Core.TimeStep
type: number
defaultValue: 0
scope: instance
metafilename: TimeStep.js
metapath: core
description:
The time, as returned by `performance.now` at the very start of the current step.
This can differ from the `time` value in that it isn't calculated based on the delta value.


longname: Phaser.Core.TimeStep-smoothStep
since: 3.22.0
name: smoothStep
memberof: Phaser.Core.TimeStep
type: boolean
scope: instance
metafilename: TimeStep.js
metapath: core
description:
Apply smoothing to the delta value used within Phasers internal calculations?

This can be changed in the Game Config via the `fps.smoothStep` property. The default is `true`.

Smoothing helps settle down the delta values after browser tab switches, or other situations
which could cause significant delta spikes or dips. By default it has been enabled in Phaser 3
since the first version, but is now exposed under this property (and the corresponding game config
`smoothStep` value), to allow you to easily disable it, should you require.


longname: Phaser.Curves.MoveTo-active
since: 3.0.0
name: active
memberof: Phaser.Curves.MoveTo
type: boolean
defaultValue: false
scope: instance
metafilename: MoveTo.js
metapath: curves/path
description:
Denotes that this Curve does not influence the bounds, points, and drawing of its parent Path. Must be `false` or some methods in the parent Path will throw errors.


longname: Phaser.Curves.Path-name
since: 3.0.0
name: name
memberof: Phaser.Curves.Path
type: string
defaultValue: ''
scope: instance
metafilename: Path.js
metapath: curves/path
description:
The name of this Path.
Empty by default and never populated by Phaser, this is left for developers to use.


longname: Phaser.Curves.Path-cacheLengths
since: 3.0.0
name: cacheLengths
memberof: Phaser.Curves.Path
type: Array.<number>
defaultValue: []
scope: instance
metafilename: Path.js
metapath: curves/path
description:
The cached length of each Curve in the Path.

Used internally by [#getCurveLengths](#getCurveLengths).


longname: Phaser.Curves.Path-startPoint
since: 3.0.0
name: startPoint
memberof: Phaser.Curves.Path
type: Phaser.Math.Vector2
scope: instance
metafilename: Path.js
metapath: curves/path
description:
The starting point of the Path.

This is not necessarily equivalent to the starting point of the first Curve in the Path. In an empty Path, it's also treated as the ending point.


longname: Phaser.Data.DataManager-values
since: 3.10.0
name: values
memberof: Phaser.Data.DataManager
type: Object.<string, *>
defaultValue: {}
scope: instance
metafilename: DataManager.js
metapath: data
description:
The public values list. You can use this to access anything you have stored
in this Data Manager. For example, if you set a value called `gold` you can
access it via:

```javascript
this.data.values.gold;
```

You can also modify it directly:

```javascript
this.data.values.gold += 1000;
```

Doing so will emit a `setdata` event from the parent of this Data Manager.

Do not modify this object directly. Adding properties directly to this object will not
emit any events. Always use `DataManager.set` to create new items the first time around.


longname: Phaser.Data.DataManager-freeze
since: 3.0.0
name: freeze
memberof: Phaser.Data.DataManager
type: boolean
scope: instance
metafilename: DataManager.js
metapath: data
description:
Gets or sets the frozen state of this Data Manager.
A frozen Data Manager will block all attempts to create new values or update existing ones.


longname: Phaser.Display.Color-_s
since: 3.13.0
name: _s
memberof: Phaser.Display.Color
type: number
defaultValue: 0
scope: instance
metafilename: Color.js
metapath: display/color
access: private
description:
The saturation color value. A number between 0 and 1.
This controls how much of the hue will be in the final color, where 1 is fully saturated and 0 will give you white.


longname: Phaser.Display.Color-_v
since: 3.13.0
name: _v
memberof: Phaser.Display.Color
type: number
defaultValue: 0
scope: instance
metafilename: Color.js
metapath: display/color
access: private
description:
The lightness color value. A number between 0 and 1.
This controls how dark the color is. Where 1 is as bright as possible and 0 is black.


longname: Phaser.Display.ColorMatrix-alpha
since: 3.50.0
name: alpha
memberof: Phaser.Display.ColorMatrix
type: number
scope: instance
metafilename: ColorMatrix.js
metapath: display
description:
The value that determines how much of the original color is used
when mixing the colors. A value between 0 (all original) and 1 (all final)


longname: Phaser.Display.Masks.BitmapMask-invertAlpha
since: 3.1.2
name: invertAlpha
memberof: Phaser.Display.Masks.BitmapMask
type: boolean
scope: instance
metafilename: BitmapMask.js
metapath: display/mask
description:
Whether to invert the masks alpha.

If `true`, the alpha of the masking pixel will be inverted before it's multiplied with the masked pixel.
Essentially, this means that a masked area will be visible only if the corresponding area in the mask is invisible.


longname: Phaser.Display.Masks.GeometryMask-invertAlpha
since: 3.16.0
name: invertAlpha
memberof: Phaser.Display.Masks.GeometryMask
type: boolean
scope: instance
metafilename: GeometryMask.js
metapath: display/mask
description:
Similar to the BitmapMasks invertAlpha setting this to true will then hide all pixels
drawn to the Geometry Mask.

This is a WebGL only feature.


longname: Phaser.Display.RGB-onChangeCallback
since: 3.50.0
name: onChangeCallback
memberof: Phaser.Display.RGB
type: function
scope: instance
metafilename: RGB.js
metapath: display
description:
This callback will be invoked each time one of the RGB color values change.

The callback is sent the new color values as the parameters.


longname: Phaser.Display.RGB-r
since: 3.50.0
name: r
memberof: Phaser.Display.RGB
type: number
scope: instance
metafilename: RGB.js
metapath: display
description:
The red color value. Between 0 and 1.

Changing this property will flag this RGB object as being dirty
and invoke the `onChangeCallback` , if set.


longname: Phaser.Display.RGB-g
since: 3.50.0
name: g
memberof: Phaser.Display.RGB
type: number
scope: instance
metafilename: RGB.js
metapath: display
description:
The green color value. Between 0 and 1.

Changing this property will flag this RGB object as being dirty
and invoke the `onChangeCallback` , if set.


longname: Phaser.Display.RGB-b
since: 3.50.0
name: b
memberof: Phaser.Display.RGB
type: number
scope: instance
metafilename: RGB.js
metapath: display
description:
The blue color value. Between 0 and 1.

Changing this property will flag this RGB object as being dirty
and invoke the `onChangeCallback` , if set.


longname: Phaser.DOM.RequestAnimationFrame-step
since: 3.0.0
name: step
memberof: Phaser.DOM.RequestAnimationFrame
type: FrameRequestCallback
scope: instance
metafilename: RequestAnimationFrame.js
metapath: dom
description:
The RAF step function.
Updates the local tick value, invokes the callback and schedules another call to requestAnimationFrame.


longname: Phaser.DOM.RequestAnimationFrame-stepTimeout
since: 3.0.0
name: stepTimeout
memberof: Phaser.DOM.RequestAnimationFrame
type: function
scope: instance
metafilename: RequestAnimationFrame.js
metapath: dom
description:
The SetTimeout step function.
Updates the local tick value, invokes the callback and schedules another call to setTimeout.


longname: Phaser.GameObjects.RetroFont.TEXT_SET1
since: 3.6.0
name: TEXT_SET1
memberof: Phaser.GameObjects.RetroFont
type: string
scope: static
metafilename: const.js
metapath: gameobjects/bitmaptext
description:
Text Set 1 =  !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~


longname: Phaser.GameObjects.DynamicBitmapText-callbackData
since: 3.11.0
name: callbackData
memberof: Phaser.GameObjects.DynamicBitmapText
type: Phaser.Types.GameObjects.BitmapText.DisplayCallbackConfig
scope: instance
metafilename: DynamicBitmapText.js
metapath: gameobjects/bitmaptext/dynamic
description:
The data object that is populated during rendering, then passed to the displayCallback.
You should modify this object then return it back from the callback. It's updated values
will be used to render the specific glyph.

Please note that if you need a reference to this object locally in your game code then you
should shallow copy it, as it's updated and re-used for every glyph in the text.


longname: Phaser.GameObjects.BitmapText-font
since: 3.0.0
name: font
memberof: Phaser.GameObjects.BitmapText
type: string
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The key of the Bitmap Font used by this Bitmap Text.
To change the font after creation please use `setFont`.


longname: Phaser.GameObjects.BitmapText-_align
since: 3.11.0
name: _align
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
access: private
description:
Controls the alignment of each line of text in this BitmapText object.
Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns.
Has no effect with single-lines of text.

See the methods `setLeftAlign`, `setCenterAlign` and `setRightAlign`.

0 = Left aligned (default)
1 = Middle aligned
2 = Right aligned

The alignment position is based on the longest line of text.


longname: Phaser.GameObjects.BitmapText-dropShadowX
since: 3.50.0
name: dropShadowX
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The horizontal offset of the drop shadow.

You can set this directly, or use `Phaser.GameObjects.BitmapText#setDropShadow`.


longname: Phaser.GameObjects.BitmapText-dropShadowY
since: 3.50.0
name: dropShadowY
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The vertical offset of the drop shadow.

You can set this directly, or use `Phaser.GameObjects.BitmapText#setDropShadow`.


longname: Phaser.GameObjects.BitmapText-dropShadowColor
since: 3.50.0
name: dropShadowColor
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The color of the drop shadow.

You can set this directly, or use `Phaser.GameObjects.BitmapText#setDropShadow`.


longname: Phaser.GameObjects.BitmapText-dropShadowAlpha
since: 3.50.0
name: dropShadowAlpha
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The alpha value of the drop shadow.

You can set this directly, or use `Phaser.GameObjects.BitmapText#setDropShadow`.


longname: Phaser.GameObjects.BitmapText-align
since: 3.11.0
name: align
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Controls the alignment of each line of text in this BitmapText object.

Only has any effect when this BitmapText contains multiple lines of text, split with carriage-returns.
Has no effect with single-lines of text.

See the methods `setLeftAlign`, `setCenterAlign` and `setRightAlign`.

0 = Left aligned (default)
1 = Middle aligned
2 = Right aligned

The alignment position is based on the longest line of text.


longname: Phaser.GameObjects.BitmapText-text
since: 3.0.0
name: text
memberof: Phaser.GameObjects.BitmapText
type: string
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The text that this Bitmap Text object displays.

You can also use the method `setText` if you want a chainable way to change the text content.


longname: Phaser.GameObjects.BitmapText-fontSize
since: 3.0.0
name: fontSize
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The font size of this Bitmap Text.

You can also use the method `setFontSize` if you want a chainable way to change the font size.


longname: Phaser.GameObjects.BitmapText-letterSpacing
since: 3.0.0
name: letterSpacing
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
Adds / Removes spacing between characters.

Can be a negative or positive number.

You can also use the method `setLetterSpacing` if you want a chainable way to change the letter spacing.


longname: Phaser.GameObjects.BitmapText-maxWidth
since: 3.21.0
name: maxWidth
memberof: Phaser.GameObjects.BitmapText
type: number
scope: instance
metafilename: BitmapText.js
metapath: gameobjects/bitmaptext/static
description:
The maximum display width of this BitmapText in pixels.

If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
based on the last whitespace character found in the line.

If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.

Disable maxWidth by setting the value to 0.


longname: Phaser.GameObjects.Blitter-renderList
since: 3.0.0
name: renderList
memberof: Phaser.GameObjects.Blitter
type: Array.<Phaser.GameObjects.Bob>
defaultValue: []
scope: instance
metafilename: Blitter.js
metapath: gameobjects/blitter
access: private
description:
A transient array that holds all of the Bobs that will be rendered this frame.
The array is re-populated whenever the dirty flag is set.


longname: Phaser.GameObjects.Blitter-dirty
since: 3.0.0
name: dirty
memberof: Phaser.GameObjects.Blitter
type: boolean
scope: instance
metafilename: Blitter.js
metapath: gameobjects/blitter
description:
Is the Blitter considered dirty?
A 'dirty' Blitter has had its child count changed since the last frame.


longname: Phaser.GameObjects.Bob-flipX
since: 3.0.0
name: flipX
memberof: Phaser.GameObjects.Bob
type: boolean
scope: instance
metafilename: Bob.js
metapath: gameobjects/blitter
description:
The horizontally flipped state of the Bob.
A Bob that is flipped horizontally will render inversed on the horizontal axis.
Flipping always takes place from the middle of the texture.


longname: Phaser.GameObjects.Bob-flipY
since: 3.0.0
name: flipY
memberof: Phaser.GameObjects.Bob
type: boolean
scope: instance
metafilename: Bob.js
metapath: gameobjects/blitter
description:
The vertically flipped state of the Bob.
A Bob that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
Flipping always takes place from the middle of the texture.


longname: Phaser.GameObjects.Components.Alpha-alpha
since: 3.0.0
name: alpha
memberof: Phaser.GameObjects.Components.Alpha
type: number
scope: instance
metafilename: Alpha.js
metapath: gameobjects/components
description:
The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.


longname: Phaser.GameObjects.Components.Alpha-alphaTopLeft
since: 3.0.0
name: alphaTopLeft
memberof: Phaser.GameObjects.Components.Alpha
type: number
scope: instance
metafilename: Alpha.js
metapath: gameobjects/components
description:
The alpha value starting from the top-left of the Game Object.
This value is interpolated from the corner to the center of the Game Object.


longname: Phaser.GameObjects.Components.Alpha-alphaTopRight
since: 3.0.0
name: alphaTopRight
memberof: Phaser.GameObjects.Components.Alpha
type: number
scope: instance
metafilename: Alpha.js
metapath: gameobjects/components
description:
The alpha value starting from the top-right of the Game Object.
This value is interpolated from the corner to the center of the Game Object.


longname: Phaser.GameObjects.Components.Alpha-alphaBottomLeft
since: 3.0.0
name: alphaBottomLeft
memberof: Phaser.GameObjects.Components.Alpha
type: number
scope: instance
metafilename: Alpha.js
metapath: gameobjects/components
description:
The alpha value starting from the bottom-left of the Game Object.
This value is interpolated from the corner to the center of the Game Object.


longname: Phaser.GameObjects.Components.Alpha-alphaBottomRight
since: 3.0.0
name: alphaBottomRight
memberof: Phaser.GameObjects.Components.Alpha
type: number
scope: instance
metafilename: Alpha.js
metapath: gameobjects/components
description:
The alpha value starting from the bottom-right of the Game Object.
This value is interpolated from the corner to the center of the Game Object.


longname: Phaser.GameObjects.Components.BlendMode-blendMode
since: 3.0.0
name: blendMode
memberof: Phaser.GameObjects.Components.BlendMode
type: Phaser.BlendModes | string
scope: instance
metafilename: BlendMode.js
metapath: gameobjects/components
description:
Sets the Blend Mode being used by this Game Object.

This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

* ADD
* MULTIPLY
* SCREEN
* ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
reasons try to be careful about the construction of your Scene and the frequency of which blend modes
are used.


longname: Phaser.GameObjects.Components.ComputedSize-width
since: 3.0.0
name: width
memberof: Phaser.GameObjects.Components.ComputedSize
type: number
scope: instance
metafilename: ComputedSize.js
metapath: gameobjects/components
description:
The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (`setScale`) or use
the `displayWidth` property.


longname: Phaser.GameObjects.Components.ComputedSize-height
since: 3.0.0
name: height
memberof: Phaser.GameObjects.Components.ComputedSize
type: number
scope: instance
metafilename: ComputedSize.js
metapath: gameobjects/components
description:
The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game.
For that you need to either set the scale of the Game Object (`setScale`) or use
the `displayHeight` property.


longname: Phaser.GameObjects.Components.ComputedSize-displayWidth
since: 3.0.0
name: displayWidth
memberof: Phaser.GameObjects.Components.ComputedSize
type: number
scope: instance
metafilename: ComputedSize.js
metapath: gameobjects/components
description:
The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.


longname: Phaser.GameObjects.Components.ComputedSize-displayHeight
since: 3.0.0
name: displayHeight
memberof: Phaser.GameObjects.Components.ComputedSize
type: number
scope: instance
metafilename: ComputedSize.js
metapath: gameobjects/components
description:
The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.


longname: Phaser.GameObjects.Components.Crop-isCropped
since: 3.11.0
name: isCropped
memberof: Phaser.GameObjects.Components.Crop
type: boolean
scope: instance
metafilename: Crop.js
metapath: gameobjects/components
description:
A boolean flag indicating if this Game Object is being cropped or not.
You can toggle this at any time after `setCrop` has been called, to turn cropping on or off.
Equally, calling `setCrop` with no arguments will reset the crop and disable it.


longname: Phaser.GameObjects.Components.Depth-depth
since: 3.0.0
name: depth
memberof: Phaser.GameObjects.Components.Depth
type: number
scope: instance
metafilename: Depth.js
metapath: gameobjects/components
description:
The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth
value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.


longname: Phaser.GameObjects.Components.Flip-flipX
since: 3.0.0
name: flipX
memberof: Phaser.GameObjects.Components.Flip
type: boolean
defaultValue: false
scope: instance
metafilename: Flip.js
metapath: gameobjects/components
description:
The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis.
Flipping always takes place from the middle of the texture and does not impact the scale value.
If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.


longname: Phaser.GameObjects.Components.Flip-flipY
since: 3.0.0
name: flipY
memberof: Phaser.GameObjects.Components.Flip
type: boolean
defaultValue: false
scope: instance
metafilename: Flip.js
metapath: gameobjects/components
description:
The vertically flipped state of the Game Object.

A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
Flipping always takes place from the middle of the texture and does not impact the scale value.
If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.


longname: Phaser.GameObjects.Components.Origin-originX
since: 3.0.0
name: originX
memberof: Phaser.GameObjects.Components.Origin
type: number
defaultValue: 0.5
scope: instance
metafilename: Origin.js
metapath: gameobjects/components
description:
The horizontal origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the left of the Game Object.


longname: Phaser.GameObjects.Components.Origin-originY
since: 3.0.0
name: originY
memberof: Phaser.GameObjects.Components.Origin
type: number
defaultValue: 0.5
scope: instance
metafilename: Origin.js
metapath: gameobjects/components
description:
The vertical origin of this Game Object.
The origin maps the relationship between the size and position of the Game Object.
The default value is 0.5, meaning all Game Objects are positioned based on their center.
Setting the value to 0 means the position now relates to the top of the Game Object.


longname: Phaser.GameObjects.Components.Origin-displayOriginX
since: 3.0.0
name: displayOriginX
memberof: Phaser.GameObjects.Components.Origin
type: number
scope: instance
metafilename: Origin.js
metapath: gameobjects/components
description:
The horizontal display origin of this Game Object.
The origin is a normalized value between 0 and 1.
The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.


longname: Phaser.GameObjects.Components.Origin-displayOriginY
since: 3.0.0
name: displayOriginY
memberof: Phaser.GameObjects.Components.Origin
type: number
scope: instance
metafilename: Origin.js
metapath: gameobjects/components
description:
The vertical display origin of this Game Object.
The origin is a normalized value between 0 and 1.
The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.


longname: Phaser.GameObjects.PathFollower-pathRotationOffset
since: 3.0.0
name: pathRotationOffset
memberof: Phaser.GameObjects.PathFollower
type: number
defaultValue: 0
scope: instance
metafilename: PathFollower.js
metapath: gameobjects/components
description:
If the PathFollower is rotating to match the Path (@see Phaser.GameObjects.PathFollower#rotateToPath)
this value is added to the rotation value. This allows you to rotate objects to a path but control
the angle of the rotation as well.


longname: Phaser.GameObjects.PathFollower-pathOffset
since: 3.0.0
name: pathOffset
memberof: Phaser.GameObjects.PathFollower
type: Phaser.Math.Vector2
scope: instance
metafilename: PathFollower.js
metapath: gameobjects/components
description:
An additional vector to add to the PathFollowers position, allowing you to offset it from the
Path coordinates.


longname: Phaser.GameObjects.PathFollower-pathDelta
since: 3.23.0
name: pathDelta
memberof: Phaser.GameObjects.PathFollower
type: Phaser.Math.Vector2
scope: instance
metafilename: PathFollower.js
metapath: gameobjects/components
description:
The distance the follower has traveled from the previous point to the current one, at the last update.


longname: Phaser.GameObjects.Components.Pipeline-defaultPipeline
since: 3.0.0
name: defaultPipeline
memberof: Phaser.GameObjects.Components.Pipeline
type: Phaser.Renderer.WebGL.WebGLPipeline
defaultValue: null
scope: instance
metafilename: Pipeline.js
metapath: gameobjects/components
description:
The initial WebGL pipeline of this Game Object.

If you call `resetPipeline` on this Game Object, the pipeline is reset to this default.


longname: Phaser.GameObjects.Components.Pipeline-postPipelines
since: 3.50.0
name: postPipelines
memberof: Phaser.GameObjects.Components.Pipeline
type: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>
scope: instance
metafilename: Pipeline.js
metapath: gameobjects/components
description:
The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the
`hasPostPipeline` property accordingly.


longname: Phaser.GameObjects.Components.ScrollFactor-scrollFactorX
since: 3.0.0
name: scrollFactorX
memberof: Phaser.GameObjects.Components.ScrollFactor
type: number
defaultValue: 1
scope: instance
metafilename: ScrollFactor.js
metapath: gameobjects/components
description:
The horizontal scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera.
A value of 0 means it will not move at all, even if the camera moves.
Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when
calculating physics collisions. Bodies always collide based on their world position, but changing
the scroll factor is a visual adjustment to where the textures are rendered, which can offset
them from physics bodies if not accounted for in your code.


longname: Phaser.GameObjects.Components.ScrollFactor-scrollFactorY
since: 3.0.0
name: scrollFactorY
memberof: Phaser.GameObjects.Components.ScrollFactor
type: number
defaultValue: 1
scope: instance
metafilename: ScrollFactor.js
metapath: gameobjects/components
description:
The vertical scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera.
A value of 0 means it will not move at all, even if the camera moves.
Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when
calculating physics collisions. Bodies always collide based on their world position, but changing
the scroll factor is a visual adjustment to where the textures are rendered, which can offset
them from physics bodies if not accounted for in your code.


longname: Phaser.GameObjects.Components.Tint-tintTopLeft
since: 3.0.0
name: tintTopLeft
memberof: Phaser.GameObjects.Components.Tint
type: number
defaultValue: 0xffffff
scope: instance
metafilename: Tint.js
metapath: gameobjects/components
description:
The tint value being applied to the top-left vertice of the Game Object.
This value is interpolated from the corner to the center of the Game Object.
The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.


longname: Phaser.GameObjects.Components.Tint-tintTopRight
since: 3.0.0
name: tintTopRight
memberof: Phaser.GameObjects.Components.Tint
type: number
defaultValue: 0xffffff
scope: instance
metafilename: Tint.js
metapath: gameobjects/components
description:
The tint value being applied to the top-right vertice of the Game Object.
This value is interpolated from the corner to the center of the Game Object.
The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.


longname: Phaser.GameObjects.Components.Tint-tintBottomLeft
since: 3.0.0
name: tintBottomLeft
memberof: Phaser.GameObjects.Components.Tint
type: number
defaultValue: 0xffffff
scope: instance
metafilename: Tint.js
metapath: gameobjects/components
description:
The tint value being applied to the bottom-left vertice of the Game Object.
This value is interpolated from the corner to the center of the Game Object.
The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.


longname: Phaser.GameObjects.Components.Tint-tintBottomRight
since: 3.0.0
name: tintBottomRight
memberof: Phaser.GameObjects.Components.Tint
type: number
defaultValue: 0xffffff
scope: instance
metafilename: Tint.js
metapath: gameobjects/components
description:
The tint value being applied to the bottom-right vertice of the Game Object.
This value is interpolated from the corner to the center of the Game Object.
The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.


longname: Phaser.GameObjects.Components.Tint-tintFill
since: 3.11.0
name: tintFill
memberof: Phaser.GameObjects.Components.Tint
type: boolean
defaultValue: false
scope: instance
metafilename: Tint.js
metapath: gameobjects/components
description:
The tint fill mode.

`false` = An additive tint (the default), where vertices colors are blended with the texture.
`true` = A fill tint, where the vertices colors replace the texture, but respects texture alpha.


longname: Phaser.GameObjects.Components.Tint-tint
since: 3.0.0
name: tint
memberof: Phaser.GameObjects.Components.Tint
type: number
scope: instance
metafilename: Tint.js
metapath: gameobjects/components
description:
The tint value being applied to the whole of the Game Object.
This property is a setter-only. Use the properties `tintTopLeft` etc to read the current tint value.


longname: Phaser.GameObjects.Components.Tint-isTinted
since: 3.11.0
name: isTinted
memberof: Phaser.GameObjects.Components.Tint
type: boolean
scope: instance
metafilename: Tint.js
metapath: gameobjects/components
description:
Does this Game Object have a tint applied?

It checks to see if the 4 tint properties are set to the value 0xffffff
and that the `tintFill` property is `false`. This indicates that a Game Object isn't tinted.


longname: Phaser.GameObjects.Components.Transform-z
since: 3.0.0
name: z
memberof: Phaser.GameObjects.Components.Transform
type: number
defaultValue: 0
scope: instance
metafilename: Transform.js
metapath: gameobjects/components
description:
The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use
[Phaser.GameObjects.Components.Depth#depth](Phaser.GameObjects.Components.Depth#depth) instead.


longname: Phaser.GameObjects.Components.Transform-scale
since: 3.18.0
name: scale
memberof: Phaser.GameObjects.Components.Transform
type: number
defaultValue: 1
scope: instance
metafilename: Transform.js
metapath: gameobjects/components
description:
This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object
to the same value, at the same time. When reading this value the result returned is `(scaleX + scaleY) / 2`.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this
isn't the case, use the `scaleX` or `scaleY` properties instead.


longname: Phaser.GameObjects.Components.Transform-angle
since: 3.0.0
name: angle
memberof: Phaser.GameObjects.Components.Transform
type: number
defaultValue: 0
scope: instance
metafilename: Transform.js
metapath: gameobjects/components
description:
The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
and -90 is up.

If you prefer to work in radians, see the `rotation` property instead.


longname: Phaser.GameObjects.Components.Transform-rotation
since: 3.0.0
name: rotation
memberof: Phaser.GameObjects.Components.Transform
type: number
defaultValue: 1
scope: instance
metafilename: Transform.js
metapath: gameobjects/components
description:
The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left
and -PI/2 is up.

If you prefer to work in degrees, see the `angle` property instead.


longname: Phaser.GameObjects.Components.TransformMatrix-rotationNormalized
since: 3.19.0
name: rotationNormalized
memberof: Phaser.GameObjects.Components.TransformMatrix
type: number
scope: instance
metafilename: TransformMatrix.js
metapath: gameobjects/components
description:
The rotation of the Matrix, normalized to be within the Phaser right-handed
clockwise rotation space. Value is in radians.


longname: Phaser.GameObjects.Components.Visible-visible
since: 3.0.0
name: visible
memberof: Phaser.GameObjects.Components.Visible
type: boolean
scope: instance
metafilename: Visible.js
metapath: gameobjects/components
description:
The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.


longname: Phaser.GameObjects.Container-exclusive
since: 3.4.0
name: exclusive
memberof: Phaser.GameObjects.Container
type: boolean
defaultValue: true
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
Does this Container exclusively manage its children?

The default is `true` which means a child added to this Container cannot
belong in another Container, which includes the Scene display list.

If you disable this then this Container will no longer exclusively manage its children.
This allows you to create all kinds of interesting graphical effects, such as replicating
Game Objects without reparenting them all over the Scene.
However, doing so will prevent children from receiving any kind of input event or have
their physics bodies work by default, as they're no longer a single entity on the
display list, but are being replicated where-ever this Container is.


longname: Phaser.GameObjects.Container-maxSize
since: 3.4.0
name: maxSize
memberof: Phaser.GameObjects.Container
type: number
defaultValue: -1
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
Containers can have an optional maximum size. If set to anything above 0 it
will constrict the addition of new Game Objects into the Container, capping off
the maximum limit the Container can grow in size to.


longname: Phaser.GameObjects.Container-scrollFactorX
since: 3.4.0
name: scrollFactorX
memberof: Phaser.GameObjects.Container
type: number
defaultValue: 1
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
The horizontal scroll factor of this Container.

The scroll factor controls the influence of the movement of a Camera upon this Container.

When a camera scrolls it will change the location at which this Container is rendered on-screen.
It does not change the Containers actual position values.

For a Container, setting this value will only update the Container itself, not its children.
If you wish to change the scrollFactor of the children as well, use the `setScrollFactor` method.

A value of 1 means it will move exactly in sync with a camera.
A value of 0 means it will not move at all, even if the camera moves.
Other values control the degree to which the camera movement is mapped to this Container.

Please be aware that scroll factor values other than 1 are not taken in to consideration when
calculating physics collisions. Bodies always collide based on their world position, but changing
the scroll factor is a visual adjustment to where the textures are rendered, which can offset
them from physics bodies if not accounted for in your code.


longname: Phaser.GameObjects.Container-scrollFactorY
since: 3.4.0
name: scrollFactorY
memberof: Phaser.GameObjects.Container
type: number
defaultValue: 1
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
The vertical scroll factor of this Container.

The scroll factor controls the influence of the movement of a Camera upon this Container.

When a camera scrolls it will change the location at which this Container is rendered on-screen.
It does not change the Containers actual position values.

For a Container, setting this value will only update the Container itself, not its children.
If you wish to change the scrollFactor of the children as well, use the `setScrollFactor` method.

A value of 1 means it will move exactly in sync with a camera.
A value of 0 means it will not move at all, even if the camera moves.
Other values control the degree to which the camera movement is mapped to this Container.

Please be aware that scroll factor values other than 1 are not taken in to consideration when
calculating physics collisions. Bodies always collide based on their world position, but changing
the scroll factor is a visual adjustment to where the textures are rendered, which can offset
them from physics bodies if not accounted for in your code.


longname: Phaser.GameObjects.Container-originX
since: 3.4.0
name: originX
memberof: Phaser.GameObjects.Container
type: number
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
Internal value to allow Containers to be used for input and physics.
Do not change this value. It has no effect other than to break things.


longname: Phaser.GameObjects.Container-first
since: 3.4.0
name: first
memberof: Phaser.GameObjects.Container
type: Phaser.GameObjects.GameObject
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
Returns the first Game Object within the Container, or `null` if it is empty.

You can move the cursor by calling `Container.next` and `Container.previous`.


longname: Phaser.GameObjects.Container-last
since: 3.4.0
name: last
memberof: Phaser.GameObjects.Container
type: Phaser.GameObjects.GameObject
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
Returns the last Game Object within the Container, or `null` if it is empty.

You can move the cursor by calling `Container.next` and `Container.previous`.


longname: Phaser.GameObjects.Container-next
since: 3.4.0
name: next
memberof: Phaser.GameObjects.Container
type: Phaser.GameObjects.GameObject
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
Returns the next Game Object within the Container, or `null` if it is empty.

You can move the cursor by calling `Container.next` and `Container.previous`.


longname: Phaser.GameObjects.Container-previous
since: 3.4.0
name: previous
memberof: Phaser.GameObjects.Container
type: Phaser.GameObjects.GameObject
scope: instance
metafilename: Container.js
metapath: gameobjects/container
description:
Returns the previous Game Object within the Container, or `null` if it is empty.

You can move the cursor by calling `Container.next` and `Container.previous`.


longname: Phaser.GameObjects.DOMElement-node
since: 3.17.0
name: node
memberof: Phaser.GameObjects.DOMElement
type: Element
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The actual DOM Element that this Game Object is bound to. For example, if you've created a `<div>`
then this property is a direct reference to that element within the dom.


longname: Phaser.GameObjects.DOMElement-transformOnly
since: 3.17.0
name: transformOnly
memberof: Phaser.GameObjects.DOMElement
type: boolean
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
By default a DOM Element will have its transform, display, opacity, zIndex and blend mode properties
updated when its rendered. If, for some reason, you don't want any of these changed other than the
CSS transform, then set this flag to `true`. When `true` only the CSS Transform is applied and it's
up to you to keep track of and set the other properties as required.

This can be handy if, for example, you've a nested DOM Element and you don't want the opacity to be
picked-up by any of its children.


longname: Phaser.GameObjects.DOMElement-skewX
since: 3.17.0
name: skewX
memberof: Phaser.GameObjects.DOMElement
type: number
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The angle, in radians, by which to skew the DOM Element on the horizontal axis.

[https://developer.mozilla.org/en-US/docs/Web/CSS/transform](https://developer.mozilla.org/en-US/docs/Web/CSS/transform)


longname: Phaser.GameObjects.DOMElement-skewY
since: 3.17.0
name: skewY
memberof: Phaser.GameObjects.DOMElement
type: number
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The angle, in radians, by which to skew the DOM Element on the vertical axis.

[https://developer.mozilla.org/en-US/docs/Web/CSS/transform](https://developer.mozilla.org/en-US/docs/Web/CSS/transform)


longname: Phaser.GameObjects.DOMElement-rotate3d
since: 3.17.0
name: rotate3d
memberof: Phaser.GameObjects.DOMElement
type: Phaser.Math.Vector4
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
A Vector4 that contains the 3D rotation of this DOM Element around a fixed axis in 3D space.

All values in the Vector4 are treated as degrees, unless the `rotate3dAngle` property is changed.

For more details see the following MDN page:

[https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d](https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d)


longname: Phaser.GameObjects.DOMElement-rotate3dAngle
since: 3.17.0
name: rotate3dAngle
memberof: Phaser.GameObjects.DOMElement
type: string
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The unit that represents the 3D rotation values. By default this is `deg` for degrees, but can
be changed to any supported unit. See this page for further details:

[https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d](https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/rotate3d)


longname: Phaser.GameObjects.DOMElement-pointerEvents
since: 3.55.0
name: pointerEvents
memberof: Phaser.GameObjects.DOMElement
type: string
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
Sets the CSS `pointerEvents` attribute on the DOM Element during rendering.

This is 'auto' by default. Changing it may have unintended side-effects with
internal Phaser input handling, such as dragging, so only change this if you
understand the implications.


longname: Phaser.GameObjects.DOMElement-width
since: 3.17.0
name: width
memberof: Phaser.GameObjects.DOMElement
type: number
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The native (un-scaled) width of this Game Object.

For a DOM Element this property is read-only.

The property `displayWidth` holds the computed bounds of this DOM Element, factoring in scaling.


longname: Phaser.GameObjects.DOMElement-height
since: 3.17.0
name: height
memberof: Phaser.GameObjects.DOMElement
type: number
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The native (un-scaled) height of this Game Object.

For a DOM Element this property is read-only.

The property `displayHeight` holds the computed bounds of this DOM Element, factoring in scaling.


longname: Phaser.GameObjects.DOMElement-displayWidth
since: 3.17.0
name: displayWidth
memberof: Phaser.GameObjects.DOMElement
type: number
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The computed display width of this Game Object, based on the `getBoundingClientRect` DOM call.

The property `width` holds the un-scaled width of this DOM Element.


longname: Phaser.GameObjects.DOMElement-displayHeight
since: 3.17.0
name: displayHeight
memberof: Phaser.GameObjects.DOMElement
type: number
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The computed display height of this Game Object, based on the `getBoundingClientRect` DOM call.

The property `height` holds the un-scaled height of this DOM Element.


longname: Phaser.GameObjects.DOMElement-perspective
since: 3.17.0
name: perspective
memberof: Phaser.GameObjects.DOMElement
type: number
scope: instance
metafilename: DOMElement.js
metapath: gameobjects/domelement
description:
The perspective CSS property value of the _parent DOM Container_. This determines the distance between the z=0
plane and the user in order to give a 3D-positioned element some perspective. Each 3D element with
z > 0 becomes larger; each 3D-element with z < 0 becomes smaller. The strength of the effect is determined
by the value of this property.

For more information see: [https://developer.mozilla.org/en-US/docs/Web/CSS/perspective](https://developer.mozilla.org/en-US/docs/Web/CSS/perspective)

**Changing this value changes it globally for all DOM Elements, as they all share the same parent container.**


longname: Phaser.GameObjects.GameObject-scene
since: 3.0.0
name: scene
memberof: Phaser.GameObjects.GameObject
type: Phaser.Scene
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
A reference to the Scene to which this Game Object belongs.

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a
Game Object to another Scene by simply changing it.


longname: Phaser.GameObjects.GameObject-displayList
since: 3.50.0
name: displayList
memberof: Phaser.GameObjects.GameObject
type: Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer
defaultValue: null
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
Holds a reference to the Display List that contains this Game Object.

This is set automatically when this Game Object is added to a Scene or Layer.

You should treat this property as being read-only.


longname: Phaser.GameObjects.GameObject-type
since: 3.0.0
name: type
memberof: Phaser.GameObjects.GameObject
type: string
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
A textual representation of this Game Object, i.e. `sprite`.
Used internally by Phaser but is available for your own custom classes to populate.


longname: Phaser.GameObjects.GameObject-state
since: 3.16.0
name: state
memberof: Phaser.GameObjects.GameObject
type: number | string
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from
a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant
in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons.
If you need to store complex data about your Game Object, look at using the Data Component instead.


longname: Phaser.GameObjects.GameObject-name
since: 3.0.0
name: name
memberof: Phaser.GameObjects.GameObject
type: string
defaultValue: ''
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
The name of this Game Object.
Empty by default and never populated by Phaser, this is left for developers to use.


longname: Phaser.GameObjects.GameObject-active
since: 3.0.0
name: active
memberof: Phaser.GameObjects.GameObject
type: boolean
defaultValue: true
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
The active state of this Game Object.
A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
An active object is one which is having its logic and internal systems updated.


longname: Phaser.GameObjects.GameObject-data
since: 3.0.0
name: data
memberof: Phaser.GameObjects.GameObject
type: Phaser.Data.DataManager
defaultValue: null
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
A Data Manager.
It allows you to store, query and get key/value paired information specific to this Game Object.
`null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.


longname: Phaser.GameObjects.GameObject-input
since: 3.0.0
name: input
memberof: Phaser.GameObjects.GameObject
type: Phaser.Types.Input.InteractiveObject
defaultValue: null
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call `GameObject.setInteractive()`.


longname: Phaser.GameObjects.GameObject-body
since: 3.0.0
name: body
memberof: Phaser.GameObjects.GameObject
type: Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody | MatterJS.BodyType
defaultValue: null
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.


longname: Phaser.GameObjects.GameObject-ignoreDestroy
since: 3.5.0
name: ignoreDestroy
memberof: Phaser.GameObjects.GameObject
type: boolean
defaultValue: false
scope: instance
metafilename: GameObject.js
metapath: gameobjects
description:
This Game Object will ignore all calls made to its destroy method if this flag is set to `true`.
This includes calls that may come from a Group, Container or the Scene itself.
While it allows you to persist a Game Object across Scenes, please understand you are entirely
responsible for managing references to and from this Game Object.


longname: Phaser.GameObjects.Group-type
since: 3.21.0
name: type
memberof: Phaser.GameObjects.Group
type: string
defaultValue: 'Group'
scope: instance
metafilename: Group.js
metapath: gameobjects/group
description:
A textual representation of this Game Object.
Used internally by Phaser but is available for your own custom classes to populate.


longname: Phaser.GameObjects.Group-name
since: 3.18.0
name: name
memberof: Phaser.GameObjects.Group
type: string
defaultValue: ''
scope: instance
metafilename: Group.js
metapath: gameobjects/group
description:
The name of this group.
Empty by default and never populated by Phaser, this is left for developers to use.


longname: Phaser.GameObjects.Group-active
since: 3.0.0
name: active
memberof: Phaser.GameObjects.Group
type: boolean
scope: instance
metafilename: Group.js
metapath: gameobjects/group
description:
Whether this group runs its [Phaser.GameObjects.Group#preUpdate](Phaser.GameObjects.Group#preUpdate) method (which may update any members).


longname: Phaser.GameObjects.Group-defaultKey
since: 3.0.0
name: defaultKey
memberof: Phaser.GameObjects.Group
type: string
scope: instance
metafilename: Group.js
metapath: gameobjects/group
description:
A default texture key to use when creating new group members.

This is used in [Phaser.GameObjects.Group#create](Phaser.GameObjects.Group#create)
but not in [Phaser.GameObjects.Group#createMultiple](Phaser.GameObjects.Group#createMultiple).


longname: Phaser.GameObjects.Group-internalCreateCallback
since: 3.22.0
name: internalCreateCallback
memberof: Phaser.GameObjects.Group
type: Phaser.Types.GameObjects.Group.GroupCallback
scope: instance
metafilename: Group.js
metapath: gameobjects/group
access: private
description:
A function to be called when adding or creating group members.
For internal use only by a Group, or any class that extends it.


longname: Phaser.GameObjects.Group-internalRemoveCallback
since: 3.22.0
name: internalRemoveCallback
memberof: Phaser.GameObjects.Group
type: Phaser.Types.GameObjects.Group.GroupCallback
scope: instance
metafilename: Group.js
metapath: gameobjects/group
access: private
description:
A function to be called when removing group members.
For internal use only by a Group, or any class that extends it.


longname: Phaser.GameObjects.Layer-parentContainer
since: 3.51.0
name: parentContainer
memberof: Phaser.GameObjects.Layer
type: Phaser.GameObjects.Container
scope: instance
metafilename: Layer.js
metapath: gameobjects/layer
description:
A Layer cannot be placed inside a Container.

This property is kept purely so a Layer has the same
shape as a Game Object.


longname: Phaser.GameObjects.Layer-renderFlags
since: 3.50.0
name: renderFlags
memberof: Phaser.GameObjects.Layer
type: number
defaultValue: 15
scope: instance
metafilename: Layer.js
metapath: gameobjects/layer
description:
The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
If those components are not used by your custom class then you can use this bitmask as you wish.


longname: Phaser.GameObjects.Layer-cameraFilter
since: 3.50.0
name: cameraFilter
memberof: Phaser.GameObjects.Layer
type: number
defaultValue: 0
scope: instance
metafilename: Layer.js
metapath: gameobjects/layer
description:
A bitmask that controls if this Game Object is drawn by a Camera or not.
Not usually set directly, instead call `Camera.ignore`, however you can
set this property directly using the Camera.id property:


longname: Phaser.GameObjects.Layer-input
since: 3.51.0
name: input
memberof: Phaser.GameObjects.Layer
type: Phaser.Types.Input.InteractiveObject
defaultValue: null
scope: instance
metafilename: Layer.js
metapath: gameobjects/layer
description:
This property is kept purely so a Layer has the same
shape as a Game Object. You cannot input enable a Layer.


longname: Phaser.GameObjects.Layer-body
since: 3.51.0
name: body
memberof: Phaser.GameObjects.Layer
type: Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody | MatterJS.BodyType
defaultValue: null
scope: instance
metafilename: Layer.js
metapath: gameobjects/layer
description:
This property is kept purely so a Layer has the same
shape as a Game Object. You cannot give a Layer a physics body.


longname: Phaser.GameObjects.LightsManager-maxLights
since: 3.15.0
name: maxLights
memberof: Phaser.GameObjects.LightsManager
type: number
scope: instance
metafilename: LightsManager.js
metapath: gameobjects/lights
description:
The maximum number of lights that a single Camera and the lights shader can process.
Change this via the `maxLights` property in your game config, as it cannot be changed at runtime.


longname: Phaser.GameObjects.Mesh-faces
since: 3.50.0
name: faces
memberof: Phaser.GameObjects.Mesh
type: Array.<Phaser.Geom.Mesh.Face>
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
An array containing the Face instances belonging to this Mesh.

A Face consists of 3 Vertex objects.

This array is populated during calls such as `addVertices` or `addOBJ`.


longname: Phaser.GameObjects.Mesh-vertices
since: 3.50.0
name: vertices
memberof: Phaser.GameObjects.Mesh
type: Array.<Phaser.Geom.Mesh.Vertex>
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
An array containing Vertex instances. One instance per vertex in this Mesh.

This array is populated during calls such as `addVertex` or `addOBJ`.


longname: Phaser.GameObjects.Mesh-tintFill
since: 3.50.0
name: tintFill
memberof: Phaser.GameObjects.Mesh
type: boolean
defaultValue: false
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
The tint fill mode.

`false` = An additive tint (the default), where vertices colors are blended with the texture.
`true` = A fill tint, where the vertex colors replace the texture, but respects texture alpha.


longname: Phaser.GameObjects.Mesh-debugCallback
since: 3.50.0
name: debugCallback
memberof: Phaser.GameObjects.Mesh
type: function
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
You can optionally choose to render the vertices of this Mesh to a Graphics instance.

Achieve this by setting the `debugCallback` and the `debugGraphic` properties.

You can do this in a single call via the `Mesh.setDebug` method, which will use the
built-in debug function. You can also set it to your own callback. The callback
will be invoked _once per render_ and sent the following parameters:

`debugCallback(src, meshLength, verts)`

`src` is the Mesh instance being debugged.
`meshLength` is the number of mesh vertices in total.
`verts` is an array of the translated vertex coordinates.

To disable rendering, set this property back to `null`.

Please note that high vertex count Meshes will struggle to debug properly.


longname: Phaser.GameObjects.Mesh-hideCCW
since: 3.50.0
name: hideCCW
memberof: Phaser.GameObjects.Mesh
type: boolean
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
When rendering, skip any Face that isn't counter clockwise?

Enable this to hide backward-facing Faces during rendering.

Disable it to render all Faces.


longname: Phaser.GameObjects.Mesh-modelPosition
since: 3.50.0
name: modelPosition
memberof: Phaser.GameObjects.Mesh
type: Phaser.Math.Vector3
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
A Vector3 containing the 3D position of the vertices in this Mesh.

Modifying the components of this property will allow you to reposition where
the vertices are rendered within the Mesh. This happens in the `preUpdate` phase,
where each vertex is transformed using the view and projection matrices.

Changing this property will impact all vertices being rendered by this Mesh.

You can also adjust the 'view' by using the `pan` methods.


longname: Phaser.GameObjects.Mesh-modelScale
since: 3.50.0
name: modelScale
memberof: Phaser.GameObjects.Mesh
type: Phaser.Math.Vector3
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
A Vector3 containing the 3D scale of the vertices in this Mesh.

Modifying the components of this property will allow you to scale
the vertices within the Mesh. This happens in the `preUpdate` phase,
where each vertex is transformed using the view and projection matrices.

Changing this property will impact all vertices being rendered by this Mesh.


longname: Phaser.GameObjects.Mesh-modelRotation
since: 3.50.0
name: modelRotation
memberof: Phaser.GameObjects.Mesh
type: Phaser.Math.Vector3
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
A Vector3 containing the 3D rotation of the vertices in this Mesh.

The values should be given in radians, i.e. to rotate the vertices by 90
degrees you can use `modelRotation.x = Phaser.Math.DegToRad(90)`.

Modifying the components of this property will allow you to rotate
the vertices within the Mesh. This happens in the `preUpdate` phase,
where each vertex is transformed using the view and projection matrices.

Changing this property will impact all vertices being rendered by this Mesh.


longname: Phaser.GameObjects.Mesh-dirtyCache
since: 3.50.0
name: dirtyCache
memberof: Phaser.GameObjects.Mesh
type: Array.<number>
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
access: private
description:
An internal cache, used to compare position, rotation, scale and face data
each frame, to avoid math calculations in `preUpdate`.

Cache structure = position xyz | rotation xyz | scale xyz | face count | view | ortho


longname: Phaser.GameObjects.Mesh-totalRendered
since: 3.50.0
name: totalRendered
memberof: Phaser.GameObjects.Mesh
type: number
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
How many faces were rendered by this Mesh Game Object in the last
draw? This is reset in the `preUpdate` method and then incremented
each time a face is drawn. Note that in multi-camera Scenes this
value may exceed that found in `Mesh.getFaceCount` due to
cameras drawing the same faces more than once.


longname: Phaser.GameObjects.Mesh-totalFrame
since: 3.50.0
name: totalFrame
memberof: Phaser.GameObjects.Mesh
type: number
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
access: private
description:
Internal cache var for the total number of faces rendered this frame.

See `totalRendered` instead for the actual value.


longname: Phaser.GameObjects.Mesh-ignoreDirtyCache
since: 3.50.0
name: ignoreDirtyCache
memberof: Phaser.GameObjects.Mesh
type: boolean
scope: instance
metafilename: Mesh.js
metapath: gameobjects/mesh
description:
By default, the Mesh will check to see if its model or view transform has
changed each frame and only recalculate the vertex positions if they have.

This avoids lots of additional math in the `preUpdate` step when not required.

However, if you are performing per-Face or per-Vertex manipulation on this Mesh,
such as tweening a Face, or moving it without moving the rest of the Mesh,
then you may need to disable the dirty cache in order for the Mesh to re-render
correctly. You can toggle this property to do that. Please note that leaving
this set to `true` will cause the Mesh to recalculate the position of every single
vertex in it, every single frame. So only really do this if you know you
need it.


longname: Phaser.GameObjects.Particles.EmitterOp-steps
since: 3.0.0
name: steps
memberof: Phaser.GameObjects.Particles.EmitterOp
type: number
defaultValue: 0
scope: instance
metafilename: EmitterOp.js
metapath: gameobjects/particles
description:
The number of steps for stepped easing between [Phaser.GameObjects.Particles.EmitterOp#start](Phaser.GameObjects.Particles.EmitterOp#start) and
[Phaser.GameObjects.Particles.EmitterOp#end](Phaser.GameObjects.Particles.EmitterOp#end) values, per emit.


longname: Phaser.GameObjects.Particles.EmitterOp-emitOnly
since: 3.0.0
name: emitOnly
memberof: Phaser.GameObjects.Particles.EmitterOp
type: boolean
scope: instance
metafilename: EmitterOp.js
metapath: gameobjects/particles
description:
Whether this property can only be modified when a Particle is emitted.

Set to `true` to allow only [Phaser.GameObjects.Particles.EmitterOp#onEmit](Phaser.GameObjects.Particles.EmitterOp#onEmit) callbacks to be set and
affect this property.

Set to `false` to allow both [Phaser.GameObjects.Particles.EmitterOp#onEmit](Phaser.GameObjects.Particles.EmitterOp#onEmit) and
[Phaser.GameObjects.Particles.EmitterOp#onUpdate](Phaser.GameObjects.Particles.EmitterOp#onUpdate) callbacks to be set and affect this property.


longname: Phaser.GameObjects.Particles.Particle-emitter
since: 3.0.0
name: emitter
memberof: Phaser.GameObjects.Particles.Particle
type: Phaser.GameObjects.Particles.ParticleEmitter
scope: instance
metafilename: Particle.js
metapath: gameobjects/particles
description:
The Emitter to which this Particle belongs.

A Particle can only belong to a single Emitter and is created, updated and destroyed via it.


longname: Phaser.GameObjects.Particles.ParticleEmitter-name
since: 3.0.0
name: name
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: string
defaultValue: ''
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The name of this Particle Emitter.

Empty by default and never populated by Phaser, this is left for developers to use.


longname: Phaser.GameObjects.Particles.ParticleEmitter-radial
since: 3.0.0
name: radial
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
A radial emitter will emit particles in all directions between angle min and max,
using [Phaser.GameObjects.Particles.ParticleEmitter#speed](Phaser.GameObjects.Particles.ParticleEmitter#speed) as the value. If set to false then this acts as a point Emitter.
A point emitter will emit particles only in the direction derived from the speedX and speedY values.


longname: Phaser.GameObjects.Particles.ParticleEmitter-moveToX
since: 3.0.0
name: moveToX
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: Phaser.GameObjects.Particles.EmitterOp
defaultValue: 0
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The x-coordinate emitted particles move toward, when [Phaser.GameObjects.Particles.ParticleEmitter#moveTo](Phaser.GameObjects.Particles.ParticleEmitter#moveTo) is true.


longname: Phaser.GameObjects.Particles.ParticleEmitter-moveToY
since: 3.0.0
name: moveToY
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: Phaser.GameObjects.Particles.EmitterOp
defaultValue: 0
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The y-coordinate emitted particles move toward, when [Phaser.GameObjects.Particles.ParticleEmitter#moveTo](Phaser.GameObjects.Particles.ParticleEmitter#moveTo) is true.


longname: Phaser.GameObjects.Particles.ParticleEmitter-emitCallbackScope
since: 3.0.0
name: emitCallbackScope
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: *
defaultValue: null
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The calling context for [Phaser.GameObjects.Particles.ParticleEmitter#emitCallback](Phaser.GameObjects.Particles.ParticleEmitter#emitCallback).


longname: Phaser.GameObjects.Particles.ParticleEmitter-deathCallbackScope
since: 3.0.0
name: deathCallbackScope
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: *
defaultValue: null
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The calling context for [Phaser.GameObjects.Particles.ParticleEmitter#deathCallback](Phaser.GameObjects.Particles.ParticleEmitter#deathCallback).


longname: Phaser.GameObjects.Particles.ParticleEmitter-maxParticles
since: 3.0.0
name: maxParticles
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: number
defaultValue: 0
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Set to hard limit the amount of particle objects this emitter is allowed to create.
0 means unlimited.


longname: Phaser.GameObjects.Particles.ParticleEmitter-frequency
since: 3.0.0
name: frequency
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: number
defaultValue: 0
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
For a flow emitter, the time interval (>= 0) between particle flow cycles in ms.
A value of 0 means there is one particle flow cycle for each logic update (the maximum flow frequency). This is the default setting.
For an exploding emitter, this value will be -1.
Calling [Phaser.GameObjects.Particles.ParticleEmitter#flow](Phaser.GameObjects.Particles.ParticleEmitter#flow) also puts the emitter in flow mode (frequency >= 0).
Calling [Phaser.GameObjects.Particles.ParticleEmitter#explode](Phaser.GameObjects.Particles.ParticleEmitter#explode) also puts the emitter in explode mode (frequency = -1).


longname: Phaser.GameObjects.Particles.ParticleEmitter-on
since: 3.0.0
name: on
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Controls if the emitter is currently emitting a particle flow (when frequency >= 0).
Already alive particles will continue to update until they expire.
Controlled by [Phaser.GameObjects.Particles.ParticleEmitter#start](Phaser.GameObjects.Particles.ParticleEmitter#start) and [Phaser.GameObjects.Particles.ParticleEmitter#stop](Phaser.GameObjects.Particles.ParticleEmitter#stop).


longname: Phaser.GameObjects.Particles.ParticleEmitter-particleBringToTop
since: 3.0.0
name: particleBringToTop
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Newly emitted particles are added to the top of the particle list, i.e. rendered above those already alive.
Set to false to send them to the back.


longname: Phaser.GameObjects.Particles.ParticleEmitter-timeScale
since: 3.0.0
name: timeScale
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: number
defaultValue: 1
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The time rate applied to active particles, affecting lifespan, movement, and tweens. Values larger than 1 are faster than normal.


longname: Phaser.GameObjects.Particles.ParticleEmitter-collideLeft
since: 3.0.0
name: collideLeft
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Whether particles interact with the left edge of the emitter [Phaser.GameObjects.Particles.ParticleEmitter#bounds](Phaser.GameObjects.Particles.ParticleEmitter#bounds).


longname: Phaser.GameObjects.Particles.ParticleEmitter-collideRight
since: 3.0.0
name: collideRight
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Whether particles interact with the right edge of the emitter [Phaser.GameObjects.Particles.ParticleEmitter#bounds](Phaser.GameObjects.Particles.ParticleEmitter#bounds).


longname: Phaser.GameObjects.Particles.ParticleEmitter-collideTop
since: 3.0.0
name: collideTop
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Whether particles interact with the top edge of the emitter [Phaser.GameObjects.Particles.ParticleEmitter#bounds](Phaser.GameObjects.Particles.ParticleEmitter#bounds).


longname: Phaser.GameObjects.Particles.ParticleEmitter-collideBottom
since: 3.0.0
name: collideBottom
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Whether particles interact with the bottom edge of the emitter [Phaser.GameObjects.Particles.ParticleEmitter#bounds](Phaser.GameObjects.Particles.ParticleEmitter#bounds).


longname: Phaser.GameObjects.Particles.ParticleEmitter-active
since: 3.0.0
name: active
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Whether this emitter updates itself and its particles.

Controlled by [Phaser.GameObjects.Particles.ParticleEmitter#pause](Phaser.GameObjects.Particles.ParticleEmitter#pause)
and [Phaser.GameObjects.Particles.ParticleEmitter#resume](Phaser.GameObjects.Particles.ParticleEmitter#resume).


longname: Phaser.GameObjects.Particles.ParticleEmitter-followOffset
since: 3.0.0
name: followOffset
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: Phaser.Math.Vector2
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The offset of the particle origin from the [Phaser.GameObjects.Particles.ParticleEmitter#follow](Phaser.GameObjects.Particles.ParticleEmitter#follow) target.


longname: Phaser.GameObjects.Particles.ParticleEmitter-trackVisible
since: 3.0.0
name: trackVisible
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: false
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Whether the emitter's [Phaser.GameObjects.Particles.ParticleEmitter#visible](Phaser.GameObjects.Particles.ParticleEmitter#visible) state will track
the [Phaser.GameObjects.Particles.ParticleEmitter#follow](Phaser.GameObjects.Particles.ParticleEmitter#follow) target's visibility state.


longname: Phaser.GameObjects.Particles.ParticleEmitter-currentFrame
since: 3.0.0
name: currentFrame
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: number
defaultValue: 0
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
The current texture frame, as an index of [Phaser.GameObjects.Particles.ParticleEmitter#frames](Phaser.GameObjects.Particles.ParticleEmitter#frames).


longname: Phaser.GameObjects.Particles.ParticleEmitter-randomFrame
since: 3.0.0
name: randomFrame
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: boolean
defaultValue: true
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
description:
Whether texture [Phaser.GameObjects.Particles.ParticleEmitter#frames](Phaser.GameObjects.Particles.ParticleEmitter#frames) are selected at random.


longname: Phaser.GameObjects.Particles.ParticleEmitter-_frameCounter
since: 3.0.0
name: _frameCounter
memberof: Phaser.GameObjects.Particles.ParticleEmitter
type: number
defaultValue: 0
scope: instance
metafilename: ParticleEmitter.js
metapath: gameobjects/particles
access: private
description:
Counts up to [Phaser.GameObjects.Particles.ParticleEmitter#frameQuantity](Phaser.GameObjects.Particles.ParticleEmitter#frameQuantity).


longname: Phaser.GameObjects.Particles.ParticleEmitterManager-timeScale
since: 3.0.0
name: timeScale
memberof: Phaser.GameObjects.Particles.ParticleEmitterManager
type: number
defaultValue: 1
scope: instance
metafilename: ParticleEmitterManager.js
metapath: gameobjects/particles
description:
The time scale applied to all emitters and particles, affecting flow rate, lifespan, and movement.
Values larger than 1 are faster than normal.
This is multiplied with any timeScale set on each individual emitter.


longname: Phaser.GameObjects.Particles.Zones.DeathZone-source
since: 3.0.0
name: source
memberof: Phaser.GameObjects.Particles.Zones.DeathZone
type: Phaser.Types.GameObjects.Particles.DeathZoneSource
scope: instance
metafilename: DeathZone.js
metapath: gameobjects/particles/zones
description:
An object instance that has a `contains` method that returns a boolean when given `x` and `y` arguments.
This could be a Geometry shape, such as `Phaser.Geom.Circle`, or your own custom object.


longname: Phaser.GameObjects.Particles.Zones.DeathZone-killOnEnter
since: 3.0.0
name: killOnEnter
memberof: Phaser.GameObjects.Particles.Zones.DeathZone
type: boolean
scope: instance
metafilename: DeathZone.js
metapath: gameobjects/particles/zones
description:
Set to `true` if the Particle should be killed if it enters this zone.
Set to `false` to kill the Particle if it leaves this zone.


longname: Phaser.GameObjects.Particles.Zones.EdgeZone-source
since: 3.0.0
name: source
memberof: Phaser.GameObjects.Particles.Zones.EdgeZone
description: An object instance with a `getPoints(quantity, stepRate)` method returning an array of points.
scope: instance
metafilename: EdgeZone.js
metapath: gameobjects/particles/zones
type:
Phaser.Types.GameObjects.Particles.EdgeZoneSource | Phaser.Types.GameObjects.Particles.RandomZoneSource


longname: Phaser.GameObjects.Particles.Zones.EdgeZone-_direction
since: 3.0.0
name: _direction
memberof: Phaser.GameObjects.Particles.Zones.EdgeZone
type: number
defaultValue: 0
scope: instance
metafilename: EdgeZone.js
metapath: gameobjects/particles/zones
access: private
description:
An internal value used to keep track of the current iteration direction for the EdgeZone's points.

0 = forwards, 1 = backwards


longname: Phaser.GameObjects.PointLight-color
since: 3.50.0
name: color
memberof: Phaser.GameObjects.PointLight
type: Phaser.Display.Color
scope: instance
metafilename: PointLight.js
metapath: gameobjects/pointlight
description:
The color of this Point Light. This property is an instance of a
Color object, so you can use the methods within it, such as `setTo(r, g, b)`
to change the color value.


longname: Phaser.GameObjects.PointLight-intensity
since: 3.50.0
name: intensity
memberof: Phaser.GameObjects.PointLight
type: number
scope: instance
metafilename: PointLight.js
metapath: gameobjects/pointlight
description:
The intensity of the Point Light.

The colors of the light are multiplied by this value during rendering.


longname: Phaser.GameObjects.PointLight-attenuation
since: 3.50.0
name: attenuation
memberof: Phaser.GameObjects.PointLight
type: number
scope: instance
metafilename: PointLight.js
metapath: gameobjects/pointlight
description:
The attenuation of the Point Light.

This value controls the force with which the light falls-off from the center of the light.

Use small float-based values, i.e. 0.1.


longname: Phaser.GameObjects.RenderTexture-context
since: 3.2.0
name: context
memberof: Phaser.GameObjects.RenderTexture
type: CanvasRenderingContext2D
scope: instance
metafilename: RenderTexture.js
metapath: gameobjects/rendertexture
description:
A reference to the Rendering Context belonging to the Canvas Element this Render Texture is drawing to.


longname: Phaser.GameObjects.RenderTexture-camera
since: 3.12.0
name: camera
memberof: Phaser.GameObjects.RenderTexture
type: Phaser.Cameras.Scene2D.BaseCamera
scope: instance
metafilename: RenderTexture.js
metapath: gameobjects/rendertexture
description:
An internal Camera that can be used to move around the Render Texture.
Control it just like you would any Scene Camera. The difference is that it only impacts the placement of what
is drawn to the Render Texture. You can scroll, zoom and rotate this Camera.


longname: Phaser.GameObjects.RenderTexture-renderTarget
since: 3.50.0
name: renderTarget
memberof: Phaser.GameObjects.RenderTexture
type: Phaser.Renderer.WebGL.RenderTarget
scope: instance
metafilename: RenderTexture.js
metapath: gameobjects/rendertexture
description:
The Render Target that belongs to this Render Texture.

A Render Target encapsulates a framebuffer and texture for the WebGL Renderer.

This property remains `null` under Canvas.


longname: Phaser.GameObjects.Rope-points
since: 3.23.0
name: points
memberof: Phaser.GameObjects.Rope
type: Array.<Phaser.Types.Math.Vector2Like>
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
An array containing the points data for this Rope.

Each point should be given as a Vector2Like object (i.e. a Vector2, Geom.Point or object with public x/y properties).

The point coordinates are given in local space, where 0 x 0 is the start of the Rope strip.

You can modify the contents of this array directly in real-time to create interesting effects.
If you do so, be sure to call `setDirty` _after_ modifying this array, so that the vertices data is
updated before the next render. Alternatively, you can use the `setPoints` method instead.

Should you need to change the _size_ of this array, then you should always use the `setPoints` method.


longname: Phaser.GameObjects.Rope-vertices
since: 3.23.0
name: vertices
memberof: Phaser.GameObjects.Rope
type: Float32Array
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
An array containing the vertices data for this Rope.

This data is calculated automatically in the `updateVertices` method, based on the points provided.


longname: Phaser.GameObjects.Rope-uv
since: 3.23.0
name: uv
memberof: Phaser.GameObjects.Rope
type: Float32Array
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
An array containing the uv data for this Rope.

This data is calculated automatically in the `setPoints` method, based on the points provided.


longname: Phaser.GameObjects.Rope-colors
since: 3.23.0
name: colors
memberof: Phaser.GameObjects.Rope
type: Uint32Array
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
An array containing the color data for this Rope.

Colors should be given as numeric RGB values, such as 0xff0000.
You should provide _two_ color values for every point in the Rope, one for the top and one for the bottom of each quad.

You can modify the contents of this array directly in real-time, however, should you need to change the _size_
of the array, then you should use the `setColors` method instead.


longname: Phaser.GameObjects.Rope-alphas
since: 3.23.0
name: alphas
memberof: Phaser.GameObjects.Rope
type: Float32Array
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
An array containing the alpha data for this Rope.

Alphas should be given as float values, such as 0.5.
You should provide _two_ alpha values for every point in the Rope, one for the top and one for the bottom of each quad.

You can modify the contents of this array directly in real-time, however, should you need to change the _size_
of the array, then you should use the `setAlphas` method instead.


longname: Phaser.GameObjects.Rope-dirty
since: 3.23.0
name: dirty
memberof: Phaser.GameObjects.Rope
type: boolean
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
If the Rope is marked as `dirty` it will automatically recalculate its vertices
the next time it renders. You can also force this by calling `updateVertices`.


longname: Phaser.GameObjects.Rope-horizontal
since: 3.23.0
name: horizontal
memberof: Phaser.GameObjects.Rope
type: boolean
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
Are the Rope vertices aligned horizontally, in a strip, or vertically, in a column?

This property is set during instantiation and cannot be changed directly.
See the `setVertical` and `setHorizontal` methods.


longname: Phaser.GameObjects.Rope-debugCallback
since: 3.23.0
name: debugCallback
memberof: Phaser.GameObjects.Rope
type: function
scope: instance
metafilename: Rope.js
metapath: gameobjects/rope
description:
You can optionally choose to render the vertices of this Rope to a Graphics instance.

Achieve this by setting the `debugCallback` and the `debugGraphic` properties.

You can do this in a single call via the `Rope.setDebug` method, which will use the
built-in debug function. You can also set it to your own callback. The callback
will be invoked _once per render_ and sent the following parameters:

`debugCallback(src, meshLength, verts)`

`src` is the Rope instance being debugged.
`meshLength` is the number of mesh vertices in total.
`verts` is an array of the translated vertex coordinates.

To disable rendering, set this property back to `null`.


longname: Phaser.GameObjects.Shader-shader
since: 3.17.0
name: shader
memberof: Phaser.GameObjects.Shader
type: Phaser.Display.BaseShader
scope: instance
metafilename: Shader.js
metapath: gameobjects/shader
description:
The underlying shader object being used.
Empty by default and set during a call to the `setShader` method.


longname: Phaser.GameObjects.Shader-uniforms
since: 3.17.0
name: uniforms
memberof: Phaser.GameObjects.Shader
type: any
scope: instance
metafilename: Shader.js
metapath: gameobjects/shader
description:
The default uniform mappings. These can be added to (or replaced) by specifying your own uniforms when
creating this shader game object. The uniforms are updated automatically during the render step.

The defaults are:

`resolution` (2f) - Set to the size of this shader.
`time` (1f) - The elapsed game time, in seconds.
`mouse` (2f) - If a pointer has been bound (with `setPointer`), this uniform contains its position each frame.
`date` (4fv) - A vec4 containing the year, month, day and time in seconds.
`sampleRate` (1f) - Sound sample rate. 44100 by default.
`iChannel0...3` (sampler2D) - Input channels 0 to 3. `null` by default.


longname: Phaser.GameObjects.Shader-pointer
since: 3.17.0
name: pointer
memberof: Phaser.GameObjects.Shader
type: Phaser.Input.Pointer
scope: instance
metafilename: Shader.js
metapath: gameobjects/shader
description:
The pointer bound to this shader, if any.
Set via the chainable `setPointer` method, or by modifying this property directly.


longname: Phaser.GameObjects.Shader-framebuffer
since: 3.19.0
name: framebuffer
memberof: Phaser.GameObjects.Shader
type: WebGLFramebuffer
scope: instance
metafilename: Shader.js
metapath: gameobjects/shader
description:
A reference to the GL Frame Buffer this Shader is drawing to.
This property is only set if you have called `Shader.setRenderToTexture`.


longname: Phaser.GameObjects.Shader-glTexture
since: 3.19.0
name: glTexture
memberof: Phaser.GameObjects.Shader
type: WebGLTexture
scope: instance
metafilename: Shader.js
metapath: gameobjects/shader
description:
A reference to the WebGLTexture this Shader is rendering to.
This property is only set if you have called `Shader.setRenderToTexture`.


longname: Phaser.GameObjects.Shader-renderToTexture
since: 3.19.0
name: renderToTexture
memberof: Phaser.GameObjects.Shader
type: boolean
scope: instance
metafilename: Shader.js
metapath: gameobjects/shader
description:
A flag that indicates if this Shader has been set to render to a texture instead of the display list.

This property is `true` if you have called `Shader.setRenderToTexture`, otherwise it's `false`.

A Shader that is rendering to a texture _does not_ appear on the display list.


longname: Phaser.GameObjects.Shader-texture
since: 3.19.0
name: texture
memberof: Phaser.GameObjects.Shader
type: Phaser.Textures.Texture
scope: instance
metafilename: Shader.js
metapath: gameobjects/shader
description:
A reference to the Phaser.Textures.Texture that has been stored in the Texture Manager for this Shader.

This property is only set if you have called `Shader.setRenderToTexture`, otherwise it is `null`.


longname: Phaser.GameObjects.Arc-iterations
since: 3.13.0
name: iterations
memberof: Phaser.GameObjects.Arc
type: number
defaultValue: 0.01
scope: instance
metafilename: Arc.js
metapath: gameobjects/shape/arc
description:
The number of iterations used when drawing the arc.
Increase this value for smoother arcs, at the cost of more polygons being rendered.
Modify this value by small amounts, such as 0.01.


longname: Phaser.GameObjects.Curve-_smoothness
since: 3.13.0
name: _smoothness
memberof: Phaser.GameObjects.Curve
type: number
scope: instance
metafilename: Curve.js
metapath: gameobjects/shape/curve
access: private
description:
Private internal value.
The number of points used to draw the curve. Higher values create smoother renders at the cost of more triangles being drawn.


longname: Phaser.GameObjects.Curve-smoothness
since: 3.13.0
name: smoothness
memberof: Phaser.GameObjects.Curve
type: number
defaultValue: 32
scope: instance
metafilename: Curve.js
metapath: gameobjects/shape/curve
description:
The smoothness of the curve. The number of points used when rendering it.
Increase this value for smoother curves, at the cost of more polygons being rendered.


longname: Phaser.GameObjects.Ellipse-smoothness
since: 3.13.0
name: smoothness
memberof: Phaser.GameObjects.Ellipse
type: number
defaultValue: 64
scope: instance
metafilename: Ellipse.js
metapath: gameobjects/shape/ellipse
description:
The smoothness of the ellipse. The number of points used when rendering it.
Increase this value for a smoother ellipse, at the cost of more polygons being rendered.


longname: Phaser.GameObjects.Grid-altFillAlpha
since: 3.13.0
name: altFillAlpha
memberof: Phaser.GameObjects.Grid
type: number
scope: instance
metafilename: Grid.js
metapath: gameobjects/shape/grid
description:
The alpha the alternating grid cells will be filled with.
You can also set the alpha of the overall Shape using its `alpha` property.


longname: Phaser.GameObjects.IsoBox-projection
since: 3.13.0
name: projection
memberof: Phaser.GameObjects.IsoBox
type: number
defaultValue: 4
scope: instance
metafilename: IsoBox.js
metapath: gameobjects/shape/isobox
description:
The projection level of the iso box. Change this to change the 'angle' at which you are looking at the box.


longname: Phaser.GameObjects.IsoTriangle-fillTop
since: 3.13.0
name: fillTop
memberof: Phaser.GameObjects.IsoTriangle
type: number
scope: instance
metafilename: IsoTriangle.js
metapath: gameobjects/shape/isotriangle
description:
The color used to fill in the top of the iso triangle. This is only used if the triangle is reversed.


longname: Phaser.GameObjects.Line-lineWidth
since: 3.13.0
name: lineWidth
memberof: Phaser.GameObjects.Line
type: number
scope: instance
metafilename: Line.js
metapath: gameobjects/shape/line
overrides: Phaser.GameObjects.Shape#lineWidth
description:
The width (or thickness) of the line.
See the setLineWidth method for extra details on changing this on WebGL.


longname: Phaser.GameObjects.Shape-isFilled
since: 3.13.0
name: isFilled
memberof: Phaser.GameObjects.Shape
type: boolean
scope: instance
metafilename: Shape.js
metapath: gameobjects/shape
description:
Controls if this Shape is filled or not.
Note that some Shapes do not support being filled (such as Line shapes)


longname: Phaser.GameObjects.Shape-isStroked
since: 3.13.0
name: isStroked
memberof: Phaser.GameObjects.Shape
type: boolean
scope: instance
metafilename: Shape.js
metapath: gameobjects/shape
description:
Controls if this Shape is stroked or not.
Note that some Shapes do not support being stroked (such as Iso Box shapes)


longname: Phaser.GameObjects.Shape-closePath
since: 3.13.0
name: closePath
memberof: Phaser.GameObjects.Shape
type: boolean
scope: instance
metafilename: Shape.js
metapath: gameobjects/shape
description:
Controls if this Shape path is closed during rendering when stroked.
Note that some Shapes are always closed when stroked (such as Ellipse shapes)


longname: Phaser.GameObjects.Shape-_tempLine
since: 3.13.0
name: _tempLine
memberof: Phaser.GameObjects.Shape
type: Phaser.Geom.Line
scope: instance
metafilename: Shape.js
metapath: gameobjects/shape
access: private
description:
Private internal value.
A Line used when parsing internal path data to avoid constant object re-creation.


longname: Phaser.GameObjects.Sprite-anims
since: 3.0.0
name: anims
memberof: Phaser.GameObjects.Sprite
type: Phaser.Animations.AnimationState
scope: instance
metafilename: Sprite.js
metapath: gameobjects/sprite
description:
The Animation State component of this Sprite.

This component provides features to apply animations to this Sprite.
It is responsible for playing, loading, queuing animations for later playback,
mixing between animations and setting the current animation frame to this Sprite.


longname: Phaser.GameObjects.Text-splitRegExp
since: 3.0.0
name: splitRegExp
memberof: Phaser.GameObjects.Text
type: object
scope: instance
metafilename: Text.js
metapath: gameobjects/text
description:
The Regular Expression that is used to split the text up into lines, in
multi-line text. By default this is `/(?:\r\n|\r|\n)/`.
You can change this RegExp to be anything else that you may need.


longname: Phaser.GameObjects.Text-padding
since: 3.0.0
name: padding
memberof: Phaser.GameObjects.Text
type: Phaser.Types.GameObjects.Text.TextPadding
scope: instance
metafilename: Text.js
metapath: gameobjects/text
description:
Specify a padding value which is added to the line width and height when calculating the Text size.
Allows you to add extra spacing if the browser is unable to accurately determine the true font dimensions.


longname: Phaser.GameObjects.Text-lineSpacing
since: 3.13.0
name: lineSpacing
memberof: Phaser.GameObjects.Text
type: number
scope: instance
metafilename: Text.js
metapath: gameobjects/text
description:
The line spacing value.
This value is added to the font height to calculate the overall line height.
Only has an effect if this Text object contains multiple lines of text.

If you update this property directly, instead of using the `setLineSpacing` method, then
be sure to call `updateText` after, or you won't see the change reflected in the Text object.


longname: Phaser.GameObjects.TextStyle-resolution
since: 3.12.0
name: resolution
memberof: Phaser.GameObjects.TextStyle
type: number
defaultValue: 0
scope: instance
metafilename: TextStyle.js
metapath: gameobjects/text
description:
The resolution the text is rendered to its internal canvas at.
The default is 0, which means it will use the resolution set in the Game Config.


longname: Phaser.GameObjects.TextStyle-wordWrapWidth
since: 3.24.0
name: wordWrapWidth
memberof: Phaser.GameObjects.TextStyle
type: number | null
defaultValue: null
scope: instance
metafilename: TextStyle.js
metapath: gameobjects/text
description:
The maximum width of a line of text in pixels. Null means no line wrapping. Setting this
property directly will not re-run the word wrapping algorithm. To change the width and
re-wrap, use [Phaser.GameObjects.TextStyle#setWordWrapWidth](Phaser.GameObjects.TextStyle#setWordWrapWidth).


longname: Phaser.GameObjects.TextStyle-wordWrapCallback
since: 3.24.0
name: wordWrapCallback
memberof: Phaser.GameObjects.TextStyle
type: TextStyleWordWrapCallback | null
defaultValue: null
scope: instance
metafilename: TextStyle.js
metapath: gameobjects/text
description:
A custom function that will be responsible for wrapping the text. It will receive two
arguments: text (the string to wrap), textObject (this Text instance). It should return
the wrapped lines either as an array of lines or as a string with newline characters in
place to indicate where breaks should happen. Setting this directly will not re-run the
word wrapping algorithm. To change the callback and re-wrap, use
[Phaser.GameObjects.TextStyle#setWordWrapCallback](Phaser.GameObjects.TextStyle#setWordWrapCallback).


longname: Phaser.GameObjects.TextStyle-wordWrapCallbackScope
since: 3.24.0
name: wordWrapCallbackScope
memberof: Phaser.GameObjects.TextStyle
type: object | null
defaultValue: null
scope: instance
metafilename: TextStyle.js
metapath: gameobjects/text
description:
The scope that will be applied when the wordWrapCallback is invoked. Setting this directly will not re-run the
word wrapping algorithm. To change the callback and re-wrap, use
[Phaser.GameObjects.TextStyle#setWordWrapCallback](Phaser.GameObjects.TextStyle#setWordWrapCallback).


longname: Phaser.GameObjects.TextStyle-wordWrapUseAdvanced
since: 3.24.0
name: wordWrapUseAdvanced
memberof: Phaser.GameObjects.TextStyle
type: boolean
defaultValue: false
scope: instance
metafilename: TextStyle.js
metapath: gameobjects/text
description:
Whether or not to use the advanced wrapping algorithm. If true, spaces are collapsed and
whitespace is trimmed from lines. If false, spaces and whitespace are left as is. Setting
this property directly will not re-run the word wrapping algorithm. To change the
advanced setting and re-wrap, use [Phaser.GameObjects.TextStyle#setWordWrapWidth](Phaser.GameObjects.TextStyle#setWordWrapWidth).


longname: Phaser.GameObjects.TileSprite-dirty
since: 3.0.0
name: dirty
memberof: Phaser.GameObjects.TileSprite
type: boolean
defaultValue: false
scope: instance
metafilename: TileSprite.js
metapath: gameobjects/tilesprite
description:
Whether the Tile Sprite has changed in some way, requiring an re-render of its tile texture.

Such changes include the texture frame and scroll position of the Tile Sprite.


longname: Phaser.GameObjects.TileSprite-context
since: 3.12.0
name: context
memberof: Phaser.GameObjects.TileSprite
type: CanvasRenderingContext2D
scope: instance
metafilename: TileSprite.js
metapath: gameobjects/tilesprite
description:
The Context of the Canvas element that the TileSprite renders its fill pattern in to.
Only used in Canvas mode.


longname: Phaser.GameObjects.TileSprite-fillCanvas
since: 3.12.0
name: fillCanvas
memberof: Phaser.GameObjects.TileSprite
type: HTMLCanvasElement
scope: instance
metafilename: TileSprite.js
metapath: gameobjects/tilesprite
description:
The Canvas that the TileSprites texture is rendered to.
This is used to create a WebGL texture from.


longname: Phaser.GameObjects.TileSprite-fillPattern
since: 3.12.0
name: fillPattern
memberof: Phaser.GameObjects.TileSprite
type: WebGLTexture | CanvasPattern
scope: instance
metafilename: TileSprite.js
metapath: gameobjects/tilesprite
description:
The texture that the Tile Sprite is rendered to, which is then rendered to a Scene.
In WebGL this is a WebGLTexture. In Canvas it's a Canvas Fill Pattern.


longname: Phaser.GameObjects.UpdateList-_destroy
since: 3.20.0
name: _destroy
memberof: Phaser.GameObjects.UpdateList
type: Array.<*>
defaultValue: []
scope: instance
metafilename: UpdateList.js
metapath: gameobjects
access: private
description:
The `destroy` list is a selection of items that were active and are awaiting being destroyed in the next update.


longname: Phaser.GameObjects.Video-video
since: 3.20.0
name: video
memberof: Phaser.GameObjects.Video
type: HTMLVideoElement
scope: instance
metafilename: Video.js
metapath: gameobjects/video
description:
A reference to the HTML Video Element this Video Game Object is playing.
Will be `null` until a video is loaded for playback.


longname: Phaser.GameObjects.Video-videoTexture
since: 3.20.0
name: videoTexture
memberof: Phaser.GameObjects.Video
type: Phaser.Textures.Texture
scope: instance
metafilename: Video.js
metapath: gameobjects/video
description:
The Phaser Texture this Game Object is using to render the video to.
Will be `null` until a video is loaded for playback.


longname: Phaser.GameObjects.Video-videoTextureSource
since: 3.20.0
name: videoTextureSource
memberof: Phaser.GameObjects.Video
type: Phaser.Textures.TextureSource
scope: instance
metafilename: Video.js
metapath: gameobjects/video
description:
A reference to the TextureSource belong to the `videoTexture` Texture object.
Will be `null` until a video is loaded for playback.


longname: Phaser.GameObjects.Video-snapshotTexture
since: 3.20.0
name: snapshotTexture
memberof: Phaser.GameObjects.Video
type: Phaser.Textures.CanvasTexture
scope: instance
metafilename: Video.js
metapath: gameobjects/video
description:
A Phaser CanvasTexture instance that holds the most recent snapshot taken from the video.
This will only be set if `snapshot` or `snapshotArea` have been called, and will be `null` until that point.


longname: Phaser.GameObjects.Video-flipY
since: 3.20.0
name: flipY
memberof: Phaser.GameObjects.Video
type: boolean
scope: instance
metafilename: Video.js
metapath: gameobjects/video
overrides: Phaser.GameObjects.Components.Flip#flipY
description:
If you have saved this video to a texture via the `saveTexture` method, this controls if the video
is rendered with `flipY` in WebGL or not. You often need to set this if you wish to use the video texture
as the input source for a shader. If you find your video is appearing upside down within a shader or
custom pipeline, flip this property.


longname: Phaser.GameObjects.Video-touchLocked
since: 3.20.0
name: touchLocked
memberof: Phaser.GameObjects.Video
type: boolean
scope: instance
metafilename: Video.js
metapath: gameobjects/video
description:
An internal flag holding the current state of the video lock, should document interaction be required
before playback can begin.


longname: Phaser.GameObjects.Video-retryLimit
since: 3.20.0
name: retryLimit
memberof: Phaser.GameObjects.Video
type: number
scope: instance
metafilename: Video.js
metapath: gameobjects/video
description:
When starting playback of a video Phaser will monitor its `readyState` using a `setTimeout` call.
The `setTimeout` happens once every `Video.retryInterval` ms. It will carry on monitoring the video
state in this manner until the `retryLimit` is reached and then abort.


longname: Phaser.GameObjects.Video-removeVideoElementOnDestroy
since: 3.21.0
name: removeVideoElementOnDestroy
memberof: Phaser.GameObjects.Video
type: boolean
scope: instance
metafilename: Video.js
metapath: gameobjects/video
description:
Should the Video element that this Video is using, be removed from the DOM
when this Video is destroyed?


longname: Phaser.GameObjects.Zone-blendMode
since: 3.0.0
name: blendMode
memberof: Phaser.GameObjects.Zone
type: number
scope: instance
metafilename: Zone.js
metapath: gameobjects/zone
description:
The Blend Mode of the Game Object.
Although a Zone never renders, it still has a blend mode to allow it to fit seamlessly into
display lists without causing a batch flush.


longname: Phaser.Geom.Mesh.Face-bounds
since: 3.50.0
name: bounds
memberof: Phaser.Geom.Mesh.Face
type: Phaser.Geom.Rectangle
scope: instance
metafilename: Face.js
metapath: geom/mesh
description:
The bounds of this Face.

Be sure to call the `Face.updateBounds` method _before_ using this property.


longname: Phaser.Geom.Mesh.Face-alpha
since: 3.50.0
name: alpha
memberof: Phaser.Geom.Mesh.Face
type: number
scope: instance
metafilename: Face.js
metapath: geom/mesh
description:
Set the alpha value of this Face.

Each vertex is given the same value. If you need to adjust the alpha on a per-vertex basis
then use the `Vertex.alpha` property instead.

When getting the alpha of this Face, it will return an average of the alpha
component of all three vertices.


longname: Phaser.Geom.Mesh.Face-depth
since: 3.50.0
name: depth
memberof: Phaser.Geom.Mesh.Face
type: number
scope: instance
metafilename: Face.js
metapath: geom/mesh
description:
The depth of this Face, which is an average of the z component of all three vertices.

The depth is calculated based on the transformed z value, not the local one.


longname: Phaser.Geom.Rectangle-width
since: 3.0.0
name: width
memberof: Phaser.Geom.Rectangle
type: number
defaultValue: 0
scope: instance
metafilename: Rectangle.js
metapath: geom/rectangle
description:
The width of the Rectangle, i.e. the distance between its left side (defined by `x`) and its right side.


longname: Phaser.Geom.Rectangle-height
since: 3.0.0
name: height
memberof: Phaser.Geom.Rectangle
type: number
defaultValue: 0
scope: instance
metafilename: Rectangle.js
metapath: geom/rectangle
description:
The height of the Rectangle, i.e. the distance between its top side (defined by `y`) and its bottom side.


longname: Phaser.Geom.Rectangle-left
since: 3.0.0
name: left
memberof: Phaser.Geom.Rectangle
type: number
scope: instance
metafilename: Rectangle.js
metapath: geom/rectangle
description:
The x coordinate of the left of the Rectangle.
Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property.


longname: Phaser.Geom.Rectangle-right
since: 3.0.0
name: right
memberof: Phaser.Geom.Rectangle
type: number
scope: instance
metafilename: Rectangle.js
metapath: geom/rectangle
description:
The sum of the x and width properties.
Changing the right property of a Rectangle object has no effect on the x, y and height properties, however it does affect the width property.


longname: Phaser.Geom.Rectangle-top
since: 3.0.0
name: top
memberof: Phaser.Geom.Rectangle
type: number
scope: instance
metafilename: Rectangle.js
metapath: geom/rectangle
description:
The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties.
However it does affect the height property, whereas changing the y value does not affect the height property.


longname: Phaser.Geom.Rectangle-bottom
since: 3.0.0
name: bottom
memberof: Phaser.Geom.Rectangle
type: number
scope: instance
metafilename: Rectangle.js
metapath: geom/rectangle
description:
The sum of the y and height properties.
Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.


longname: Phaser.Input.Gamepad.Axis-value
since: 3.0.0
name: value
memberof: Phaser.Input.Gamepad.Axis
type: number
defaultValue: 0
scope: instance
metafilename: Axis.js
metapath: input/gamepad
description:
The raw axis value, between -1 and 1 with 0 being dead center.
Use the method `getValue` to get a normalized value with the threshold applied.


longname: Phaser.Input.Gamepad.Button-threshold
since: 3.0.0
name: threshold
memberof: Phaser.Input.Gamepad.Button
type: number
defaultValue: 1
scope: instance
metafilename: Button.js
metapath: input/gamepad
description:
Can be set for analogue buttons to enable a 'pressure' threshold,
before a button is considered as being 'pressed'.


longname: Phaser.Input.Gamepad.Configs.SNES_USB
since: 3.0.0
name: SNES_USB
memberof: Phaser.Input.Gamepad.Configs
type: object
scope: static
metafilename: SNES_USB_Controller.js
metapath: input/gamepad/configs
description:
Tatar SNES USB Controller Gamepad Configuration.
USB Gamepad  (STANDARD GAMEPAD Vendor: 0079 Product: 0011)


longname: Phaser.Input.Gamepad.Configs.DUALSHOCK_4
since: 3.0.0
name: DUALSHOCK_4
memberof: Phaser.Input.Gamepad.Configs
type: object
scope: static
metafilename: Sony_PlayStation_DualShock_4.js
metapath: input/gamepad/configs
description:
PlayStation DualShock 4 Gamepad Configuration.
Sony PlayStation DualShock 4 (v2) wireless controller


longname: Phaser.Input.Gamepad.Gamepad-id
since: 3.0.0
name: id
memberof: Phaser.Input.Gamepad.Gamepad
type: string
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
A string containing some information about the controller.

This is not strictly specified, but in Firefox it will contain three pieces of information
separated by dashes (-): two 4-digit hexadecimal strings containing the USB vendor and
product id of the controller, and the name of the controller as provided by the driver.
In Chrome it will contain the name of the controller as provided by the driver,
followed by vendor and product 4-digit hexadecimal strings.


longname: Phaser.Input.Gamepad.Gamepad-index
since: 3.0.0
name: index
memberof: Phaser.Input.Gamepad.Gamepad
type: number
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
An integer that is unique for each Gamepad currently connected to the system.
This can be used to distinguish multiple controllers.
Note that disconnecting a device and then connecting a new device may reuse the previous index.


longname: Phaser.Input.Gamepad.Gamepad-buttons
since: 3.0.0
name: buttons
memberof: Phaser.Input.Gamepad.Gamepad
type: Array.<Phaser.Input.Gamepad.Button>
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
An array of Gamepad Button objects, corresponding to the different buttons available on the Gamepad.


longname: Phaser.Input.Gamepad.Gamepad-axes
since: 3.0.0
name: axes
memberof: Phaser.Input.Gamepad.Gamepad
type: Array.<Phaser.Input.Gamepad.Axis>
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
An array of Gamepad Axis objects, corresponding to the different axes available on the Gamepad, if any.


longname: Phaser.Input.Gamepad.Gamepad-vibration
since: 3.10.0
name: vibration
memberof: Phaser.Input.Gamepad.Gamepad
type: GamepadHapticActuator
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
The Gamepad's Haptic Actuator (Vibration / Rumble support).
This is highly experimental and only set if both present on the device,
and exposed by both the hardware and browser.


longname: Phaser.Input.Gamepad.Gamepad-leftStick
since: 3.10.0
name: leftStick
memberof: Phaser.Input.Gamepad.Gamepad
type: Phaser.Math.Vector2
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
A Vector2 containing the most recent values from the Gamepad's left axis stick.
This is updated automatically as part of the Gamepad.update cycle.
The H Axis is mapped to the `Vector2.x` property, and the V Axis to the `Vector2.y` property.
The values are based on the Axis thresholds.
If the Gamepad does not have a left axis stick, the values will always be zero.


longname: Phaser.Input.Gamepad.Gamepad-rightStick
since: 3.10.0
name: rightStick
memberof: Phaser.Input.Gamepad.Gamepad
type: Phaser.Math.Vector2
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
A Vector2 containing the most recent values from the Gamepad's right axis stick.
This is updated automatically as part of the Gamepad.update cycle.
The H Axis is mapped to the `Vector2.x` property, and the V Axis to the `Vector2.y` property.
The values are based on the Axis thresholds.
If the Gamepad does not have a right axis stick, the values will always be zero.


longname: Phaser.Input.Gamepad.Gamepad-left
since: 3.10.0
name: left
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's Left button being pressed?
If the Gamepad doesn't have this button it will always return false.
This is the d-pad left button under standard Gamepad mapping.


longname: Phaser.Input.Gamepad.Gamepad-right
since: 3.10.0
name: right
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's Right button being pressed?
If the Gamepad doesn't have this button it will always return false.
This is the d-pad right button under standard Gamepad mapping.


longname: Phaser.Input.Gamepad.Gamepad-up
since: 3.10.0
name: up
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's Up button being pressed?
If the Gamepad doesn't have this button it will always return false.
This is the d-pad up button under standard Gamepad mapping.


longname: Phaser.Input.Gamepad.Gamepad-down
since: 3.10.0
name: down
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's Down button being pressed?
If the Gamepad doesn't have this button it will always return false.
This is the d-pad down button under standard Gamepad mapping.


longname: Phaser.Input.Gamepad.Gamepad-A
since: 3.10.0
name: A
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's bottom button in the right button cluster being pressed?
If the Gamepad doesn't have this button it will always return false.
On a Dual Shock controller it's the X button.
On an XBox controller it's the A button.


longname: Phaser.Input.Gamepad.Gamepad-Y
since: 3.10.0
name: Y
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's top button in the right button cluster being pressed?
If the Gamepad doesn't have this button it will always return false.
On a Dual Shock controller it's the Triangle button.
On an XBox controller it's the Y button.


longname: Phaser.Input.Gamepad.Gamepad-X
since: 3.10.0
name: X
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's left button in the right button cluster being pressed?
If the Gamepad doesn't have this button it will always return false.
On a Dual Shock controller it's the Square button.
On an XBox controller it's the X button.


longname: Phaser.Input.Gamepad.Gamepad-B
since: 3.10.0
name: B
memberof: Phaser.Input.Gamepad.Gamepad
type: boolean
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Is the Gamepad's right button in the right button cluster being pressed?
If the Gamepad doesn't have this button it will always return false.
On a Dual Shock controller it's the Circle button.
On an XBox controller it's the B button.


longname: Phaser.Input.Gamepad.Gamepad-L1
since: 3.10.0
name: L1
memberof: Phaser.Input.Gamepad.Gamepad
type: number
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Returns the value of the Gamepad's top left shoulder button.
If the Gamepad doesn't have this button it will always return zero.
The value is a float between 0 and 1, corresponding to how depressed the button is.
On a Dual Shock controller it's the L1 button.
On an XBox controller it's the LB button.


longname: Phaser.Input.Gamepad.Gamepad-L2
since: 3.10.0
name: L2
memberof: Phaser.Input.Gamepad.Gamepad
type: number
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Returns the value of the Gamepad's bottom left shoulder button.
If the Gamepad doesn't have this button it will always return zero.
The value is a float between 0 and 1, corresponding to how depressed the button is.
On a Dual Shock controller it's the L2 button.
On an XBox controller it's the LT button.


longname: Phaser.Input.Gamepad.Gamepad-R1
since: 3.10.0
name: R1
memberof: Phaser.Input.Gamepad.Gamepad
type: number
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Returns the value of the Gamepad's top right shoulder button.
If the Gamepad doesn't have this button it will always return zero.
The value is a float between 0 and 1, corresponding to how depressed the button is.
On a Dual Shock controller it's the R1 button.
On an XBox controller it's the RB button.


longname: Phaser.Input.Gamepad.Gamepad-R2
since: 3.10.0
name: R2
memberof: Phaser.Input.Gamepad.Gamepad
type: number
scope: instance
metafilename: Gamepad.js
metapath: input/gamepad
description:
Returns the value of the Gamepad's bottom right shoulder button.
If the Gamepad doesn't have this button it will always return zero.
The value is a float between 0 and 1, corresponding to how depressed the button is.
On a Dual Shock controller it's the R2 button.
On an XBox controller it's the RT button.


longname: Phaser.Input.Gamepad.GamepadPlugin-target
since: 3.10.0
name: target
memberof: Phaser.Input.Gamepad.GamepadPlugin
type: any
scope: instance
metafilename: GamepadPlugin.js
metapath: input/gamepad
description:
The Gamepad Event target, as defined in the Game Config.
Typically the browser window, but can be any interactive DOM element.


longname: Phaser.Input.Gamepad.GamepadPlugin-pad1
since: 3.10.0
name: pad1
memberof: Phaser.Input.Gamepad.GamepadPlugin
type: Phaser.Input.Gamepad.Gamepad
scope: instance
metafilename: GamepadPlugin.js
metapath: input/gamepad
description:
A reference to the first connected Gamepad.

This will be undefined if either no pads are connected, or the browser
has not yet issued a gamepadconnect, which can happen even if a Gamepad
is plugged in, but hasn't yet had any buttons pressed on it.


longname: Phaser.Input.Gamepad.GamepadPlugin-pad2
since: 3.10.0
name: pad2
memberof: Phaser.Input.Gamepad.GamepadPlugin
type: Phaser.Input.Gamepad.Gamepad
scope: instance
metafilename: GamepadPlugin.js
metapath: input/gamepad
description:
A reference to the second connected Gamepad.

This will be undefined if either no pads are connected, or the browser
has not yet issued a gamepadconnect, which can happen even if a Gamepad
is plugged in, but hasn't yet had any buttons pressed on it.


longname: Phaser.Input.Gamepad.GamepadPlugin-pad3
since: 3.10.0
name: pad3
memberof: Phaser.Input.Gamepad.GamepadPlugin
type: Phaser.Input.Gamepad.Gamepad
scope: instance
metafilename: GamepadPlugin.js
metapath: input/gamepad
description:
A reference to the third connected Gamepad.

This will be undefined if either no pads are connected, or the browser
has not yet issued a gamepadconnect, which can happen even if a Gamepad
is plugged in, but hasn't yet had any buttons pressed on it.


longname: Phaser.Input.Gamepad.GamepadPlugin-pad4
since: 3.10.0
name: pad4
memberof: Phaser.Input.Gamepad.GamepadPlugin
type: Phaser.Input.Gamepad.Gamepad
scope: instance
metafilename: GamepadPlugin.js
metapath: input/gamepad
description:
A reference to the fourth connected Gamepad.

This will be undefined if either no pads are connected, or the browser
has not yet issued a gamepadconnect, which can happen even if a Gamepad
is plugged in, but hasn't yet had any buttons pressed on it.


longname: Phaser.Input.InputPlugin-gamepad
since: 3.10.0
name: gamepad
memberof: Phaser.Input.InputPlugin
type: Phaser.Input.Gamepad.GamepadPlugin
scope: instance
metafilename: GamepadPlugin.js
metapath: input/gamepad
description:
An instance of the Gamepad Plugin class, if enabled via the `input.gamepad` Scene or Game Config property.
Use this to create access Gamepads connected to the browser and respond to gamepad buttons.


longname: Phaser.Input.InputManager-game
since: 3.0.0
name: game
memberof: Phaser.Input.InputManager
type: Phaser.Game
scope: instance
metafilename: InputManager.js
metapath: input
description:
The Game instance that owns the Input Manager.
A Game only maintains on instance of the Input Manager at any time.


longname: Phaser.Input.InputManager-isOver
since: 3.16.0
name: isOver
memberof: Phaser.Input.InputManager
type: boolean
scope: instance
metafilename: InputManager.js
metapath: input
description:
Are any mouse or touch pointers currently over the game canvas?
This is updated automatically by the canvas over and out handlers.


longname: Phaser.Input.InputManager-defaultCursor
since: 3.10.0
name: defaultCursor
memberof: Phaser.Input.InputManager
type: string
scope: instance
metafilename: InputManager.js
metapath: input
description:
The default CSS cursor to be used when interacting with your game.

See the `setDefaultCursor` method for more details.


longname: Phaser.Input.InputManager-keyboard
since: 3.16.0
name: keyboard
memberof: Phaser.Input.InputManager
type: Phaser.Input.Keyboard.KeyboardManager
scope: instance
metafilename: InputManager.js
metapath: input
description:
A reference to the Keyboard Manager class, if enabled via the `input.keyboard` Game Config property.


longname: Phaser.Input.InputManager-pointers
since: 3.10.0
name: pointers
memberof: Phaser.Input.InputManager
type: Array.<Phaser.Input.Pointer>
scope: instance
metafilename: InputManager.js
metapath: input
description:
An array of Pointers that have been added to the game.
The first entry is reserved for the Mouse Pointer, the rest are Touch Pointers.

By default there is 1 touch pointer enabled. If you need more use the `addPointer` method to start them,
or set the `input.activePointers` property in the Game Config.


longname: Phaser.Input.InputManager-pointersTotal
since: 3.10.0
name: pointersTotal
memberof: Phaser.Input.InputManager
type: number
scope: instance
metafilename: InputManager.js
metapath: input
description:
The number of touch objects activated and being processed each update.

You can change this by either calling `addPointer` at run-time, or by
setting the `input.activePointers` property in the Game Config.


longname: Phaser.Input.InputManager-mousePointer
since: 3.10.0
name: mousePointer
memberof: Phaser.Input.InputManager
type: Phaser.Input.Pointer
scope: instance
metafilename: InputManager.js
metapath: input
description:
The mouse has its own unique Pointer object, which you can reference directly if making a _desktop specific game_.
If you are supporting both desktop and touch devices then do not use this property, instead use `activePointer`
which will always map to the most recently interacted pointer.


longname: Phaser.Input.InputManager-activePointer
since: 3.0.0
name: activePointer
memberof: Phaser.Input.InputManager
type: Phaser.Input.Pointer
scope: instance
metafilename: InputManager.js
metapath: input
description:
The most recently active Pointer object.

If you've only 1 Pointer in your game then this will accurately be either the first finger touched, or the mouse.

If your game doesn't need to support multi-touch then you can safely use this property in all of your game
code and it will adapt to be either the mouse or the touch, based on device.


longname: Phaser.Input.InputManager-globalTopOnly
since: 3.0.0
name: globalTopOnly
memberof: Phaser.Input.InputManager
type: boolean
defaultValue: true
scope: instance
metafilename: InputManager.js
metapath: input
description:
If the top-most Scene in the Scene List receives an input it will stop input from
propagating any lower down the scene list, i.e. if you have a UI Scene at the top
and click something on it, that click will not then be passed down to any other
Scene below. Disable this to have input events passed through all Scenes, all the time.


longname: Phaser.Input.InputPlugin-mouse
since: 3.0.0
name: mouse
memberof: Phaser.Input.InputPlugin
type: Phaser.Input.Mouse.MouseManager
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
A reference to the Mouse Manager.

This property is only set if Mouse support has been enabled in your Game Configuration file.

If you just wish to get access to the mouse pointer, use the `mousePointer` property instead.


longname: Phaser.Input.InputPlugin-topOnly
since: 3.0.0
name: topOnly
memberof: Phaser.Input.InputPlugin
type: boolean
defaultValue: true
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
When set to `true` (the default) the Input Plugin will emulate DOM behavior by only emitting events from
the top-most Game Objects in the Display List.

If set to `false` it will emit events from all Game Objects below a Pointer, not just the top one.


longname: Phaser.Input.InputPlugin-pollRate
since: 3.0.0
name: pollRate
memberof: Phaser.Input.InputPlugin
type: number
defaultValue: -1
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
How often should the Pointers be checked?

The value is a time, given in ms, and is the time that must have elapsed between game steps before
the Pointers will be polled again. When a pointer is polled it runs a hit test to see which Game
Objects are currently below it, or being interacted with it.

Pointers will *always* be checked if they have been moved by the user, or press or released.

This property only controls how often they will be polled if they have not been updated.
You should set this if you want to have Game Objects constantly check against the pointers, even
if the pointer didn't itself move.

Set to 0 to poll constantly. Set to -1 to only poll on user movement.


longname: Phaser.Input.InputPlugin-dragDistanceThreshold
since: 3.0.0
name: dragDistanceThreshold
memberof: Phaser.Input.InputPlugin
type: number
defaultValue: 0
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
The distance, in pixels, a pointer has to move while being held down, before it thinks it is being dragged.


longname: Phaser.Input.InputPlugin-dragTimeThreshold
since: 3.0.0
name: dragTimeThreshold
memberof: Phaser.Input.InputPlugin
type: number
defaultValue: 0
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
The amount of time, in ms, a pointer has to be held down before it thinks it is dragging.

The default polling rate is to poll only on move so once the time threshold is reached the
drag event will not start until you move the mouse. If you want it to start immediately
when the time threshold is reached, you must increase the polling rate by calling
[``setPollAlways``](Phaser.Input.InputPlugin#setPollAlways) or
[``setPollRate``](Phaser.Input.InputPlugin#setPollRate).


longname: Phaser.Input.InputPlugin-_list
since: 3.0.0
name: _list
memberof: Phaser.Input.InputPlugin
type: Array.<Phaser.GameObjects.GameObject>
defaultValue: []
scope: instance
metafilename: InputPlugin.js
metapath: input
access: private
description:
A list of all Game Objects that have been set to be interactive in the Scene this Input Plugin is managing.


longname: Phaser.Input.InputPlugin-_drag
since: 3.0.0
name: _drag
memberof: Phaser.Input.InputPlugin
type: Object
scope: instance
metafilename: InputPlugin.js
metapath: input
access: private
description:
A list of all Interactive Objects currently considered as being 'draggable' by any pointer, indexed by pointer ID.


longname: Phaser.Input.InputPlugin-_over
since: 3.0.0
name: _over
memberof: Phaser.Input.InputPlugin
type: Object
scope: instance
metafilename: InputPlugin.js
metapath: input
access: private
description:
A list of all Interactive Objects currently considered as being 'over' by any pointer, indexed by pointer ID.


longname: Phaser.Input.InputPlugin-x
since: 3.0.0
name: x
memberof: Phaser.Input.InputPlugin
type: number
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
The x coordinates of the ActivePointer based on the first camera in the camera list.
This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.


longname: Phaser.Input.InputPlugin-y
since: 3.0.0
name: y
memberof: Phaser.Input.InputPlugin
type: number
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
The y coordinates of the ActivePointer based on the first camera in the camera list.
This is only safe to use if your game has just 1 non-transformed camera and doesn't use multi-touch.


longname: Phaser.Input.InputPlugin-pointer1
since: 3.10.0
name: pointer1
memberof: Phaser.Input.InputPlugin
type: Phaser.Input.Pointer
scope: instance
metafilename: InputPlugin.js
metapath: input
description:
A touch-based Pointer object.
This will be `undefined` by default unless you add a new Pointer using `addPointer`.


longname: Phaser.Input.Keyboard.KeyboardManager-preventDefault
since: 3.16.0
name: preventDefault
memberof: Phaser.Input.Keyboard.KeyboardManager
type: boolean
scope: instance
metafilename: KeyboardManager.js
metapath: input/keyboard
description:
A flag that controls if the non-modified keys, matching those stored in the `captures` array,
have `preventDefault` called on them or not.

A non-modified key is one that doesn't have a modifier key held down with it. The modifier keys are
shift, control, alt and the meta key (Command on a Mac, the Windows Key on Windows).
Therefore, if the user presses shift + r, it won't prevent this combination, because of the modifier.
However, if the user presses just the r key on its own, it will have its event prevented.

If you wish to stop capturing the keys, for example switching out to a DOM based element, then
you can toggle this property at run-time.


longname: Phaser.Input.Keyboard.KeyboardManager-captures
since: 3.16.0
name: captures
memberof: Phaser.Input.Keyboard.KeyboardManager
type: Array.<number>
scope: instance
metafilename: KeyboardManager.js
metapath: input/keyboard
description:
An array of Key Code values that will automatically have `preventDefault` called on them,
as long as the `KeyboardManager.preventDefault` boolean is set to `true`.

By default the array is empty.

The key must be non-modified when pressed in order to be captured.

A non-modified key is one that doesn't have a modifier key held down with it. The modifier keys are
shift, control, alt and the meta key (Command on a Mac, the Windows Key on Windows).
Therefore, if the user presses shift + r, it won't prevent this combination, because of the modifier.
However, if the user presses just the r key on its own, it will have its event prevented.

If you wish to stop capturing the keys, for example switching out to a DOM based element, then
you can toggle the `KeyboardManager.preventDefault` boolean at run-time.

If you need more specific control, you can create Key objects and set the flag on each of those instead.

This array can be populated via the Game Config by setting the `input.keyboard.capture` array, or you
can call the `addCapture` method. See also `removeCapture` and `clearCaptures`.


longname: Phaser.Input.Keyboard.KeyboardManager-target
since: 3.16.0
name: target
memberof: Phaser.Input.Keyboard.KeyboardManager
type: any
scope: instance
metafilename: KeyboardManager.js
metapath: input/keyboard
description:
The Keyboard Event target, as defined in the Game Config.
Typically the window in which the game is rendering, but can be any interactive DOM element.


longname: Phaser.Input.Keyboard.KeyboardManager-onKeyDown
since: 3.16.00
name: onKeyDown
memberof: Phaser.Input.Keyboard.KeyboardManager
type: function
scope: instance
metafilename: KeyboardManager.js
metapath: input/keyboard
description:
The Key Down Event handler.
This function is sent the native DOM KeyEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Keyboard.KeyboardManager-onKeyUp
since: 3.16.00
name: onKeyUp
memberof: Phaser.Input.Keyboard.KeyboardManager
type: function
scope: instance
metafilename: KeyboardManager.js
metapath: input/keyboard
description:
The Key Up Event handler.
This function is sent the native DOM KeyEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.InputPlugin-keyboard
since: 3.10.0
name: keyboard
memberof: Phaser.Input.InputPlugin
type: Phaser.Input.Keyboard.KeyboardPlugin
scope: instance
metafilename: KeyboardPlugin.js
metapath: input/keyboard
description:
An instance of the Keyboard Plugin class, if enabled via the `input.keyboard` Scene or Game Config property.
Use this to create Key objects and listen for keyboard specific events.


longname: Phaser.Input.Keyboard.Key-isDown
since: 3.0.0
name: isDown
memberof: Phaser.Input.Keyboard.Key
type: boolean
defaultValue: false
scope: instance
metafilename: Key.js
metapath: input/keyboard/keys
description:
The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.


longname: Phaser.Input.Keyboard.Key-isUp
since: 3.0.0
name: isUp
memberof: Phaser.Input.Keyboard.Key
type: boolean
defaultValue: true
scope: instance
metafilename: Key.js
metapath: input/keyboard/keys
description:
The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.


longname: Phaser.Input.Keyboard.Key-metaKey
since: 3.16.0
name: metaKey
memberof: Phaser.Input.Keyboard.Key
type: boolean
defaultValue: false
scope: instance
metafilename: Key.js
metapath: input/keyboard/keys
description:
The down state of the Meta key, if pressed at the same time as this key.
On a Mac the Meta Key is the Command key. On Windows keyboards, it's the Windows key.


longname: Phaser.Input.Keyboard.Key-location
since: 3.0.0
name: location
memberof: Phaser.Input.Keyboard.Key
type: number
defaultValue: 0
scope: instance
metafilename: Key.js
metapath: input/keyboard/keys
description:
The location of the modifier key. 0 for standard (or unknown), 1 for left, 2 for right, 3 for numpad.


longname: Phaser.Input.Keyboard.Key-duration
since: 3.0.0
name: duration
memberof: Phaser.Input.Keyboard.Key
type: number
defaultValue: 0
scope: instance
metafilename: Key.js
metapath: input/keyboard/keys
description:
The number of milliseconds this key was held down for in the previous down - up sequence.
This value isn't updated every game step, only when the Key changes state.
To get the current duration use the `getDuration` method.


longname: Phaser.Input.Keyboard.Key-emitOnRepeat
since: 3.16.0
name: emitOnRepeat
memberof: Phaser.Input.Keyboard.Key
type: boolean
defaultValue: false
scope: instance
metafilename: Key.js
metapath: input/keyboard/keys
description:
When a key is held down should it continuously fire the `down` event each time it repeats?

By default it will emit the `down` event just once, but if you wish to receive the event
for each repeat as well, enable this property.


longname: Phaser.Input.Mouse.MouseManager-target
since: 3.0.0
name: target
memberof: Phaser.Input.Mouse.MouseManager
type: any
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse target, as defined in the Game Config.
Typically the canvas to which the game is rendering, but can be any interactive DOM element.


longname: Phaser.Input.Mouse.MouseManager-onMouseMove
since: 3.10.0
name: onMouseMove
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Move Event handler.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-onMouseDown
since: 3.10.0
name: onMouseDown
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Down Event handler.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-onMouseUp
since: 3.10.0
name: onMouseUp
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Up Event handler.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-onMouseDownWindow
since: 3.17.0
name: onMouseDownWindow
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Down Event handler specifically for events on the Window.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-onMouseUpWindow
since: 3.17.0
name: onMouseUpWindow
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Up Event handler specifically for events on the Window.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-onMouseOver
since: 3.16.0
name: onMouseOver
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Over Event handler.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-onMouseOut
since: 3.16.0
name: onMouseOut
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Out Event handler.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-onMouseWheel
since: 3.18.0
name: onMouseWheel
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
The Mouse Wheel Event handler.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-pointerLockChange
since: 3.0.0
name: pointerLockChange
memberof: Phaser.Input.Mouse.MouseManager
type: function
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
Internal pointerLockChange handler.
This function is sent the native DOM MouseEvent.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Mouse.MouseManager-isTop
since: 3.50.0
name: isTop
memberof: Phaser.Input.Mouse.MouseManager
type: boolean
scope: instance
metafilename: MouseManager.js
metapath: input/mouse
description:
Are the event listeners hooked into `window.top` or `window`?

This is set during the `boot` sequence. If the browser does not have access to `window.top`,
such as in cross-origin iframe environments, this property gets set to `false` and the events
are hooked into `window` instead.


longname: Phaser.Input.Pointer-downElement
since: 3.16.0
name: downElement
memberof: Phaser.Input.Pointer
type: any
scope: instance
metafilename: Pointer.js
metapath: input
description:
The DOM element the Pointer was pressed down on, taken from the DOM event.
In a default set-up this will be the Canvas that Phaser is rendering to, or the Window element.


longname: Phaser.Input.Pointer-upElement
since: 3.16.0
name: upElement
memberof: Phaser.Input.Pointer
type: any
scope: instance
metafilename: Pointer.js
metapath: input
description:
The DOM element the Pointer was released on, taken from the DOM event.
In a default set-up this will be the Canvas that Phaser is rendering to, or the Window element.


longname: Phaser.Input.Pointer-camera
since: 3.0.0
name: camera
memberof: Phaser.Input.Pointer
type: Phaser.Cameras.Scene2D.Camera
defaultValue: null
scope: instance
metafilename: Pointer.js
metapath: input
description:
The camera the Pointer interacted with during its last update.

A Pointer can only ever interact with one camera at once, which will be the top-most camera
in the list should multiple cameras be positioned on-top of each other.


longname: Phaser.Input.Pointer-button
since: 3.18.0
name: button
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
A read-only property that indicates which button was pressed, or released, on the pointer
during the most recent event. It is only set during `up` and `down` events.

On Touch devices the value is always 0.

Users may change the configuration of buttons on their pointing device so that if an event's button property
is zero, it may not have been caused by the button that is physically left–most on the pointing device;
however, it should behave as if the left button was clicked in the standard button layout.


longname: Phaser.Input.Pointer-buttons
since: 3.0.0
name: buttons
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
0: No button or un-initialized
1: Left button
2: Right button
4: Wheel button or middle button
8: 4th button (typically the "Browser Back" button)
16: 5th button (typically the "Browser Forward" button)

For a mouse configured for left-handed use, the button actions are reversed.
In this case, the values are read from right to left.


longname: Phaser.Input.Pointer-prevPosition
since: 3.11.0
name: prevPosition
memberof: Phaser.Input.Pointer
type: Phaser.Math.Vector2
scope: instance
metafilename: Pointer.js
metapath: input
description:
The previous position of the Pointer in screen space.

The old x and y values are stored in here during the InputManager.transformPointer call.

Use the properties `velocity`, `angle` and `distance` to create your own gesture recognition.


longname: Phaser.Input.Pointer-velocity
since: 3.16.0
name: velocity
memberof: Phaser.Input.Pointer
type: Phaser.Math.Vector2
scope: instance
metafilename: Pointer.js
metapath: input
description:
The current velocity of the Pointer, based on its current and previous positions.

This value is smoothed out each frame, according to the `motionFactor` property.

This property is updated whenever the Pointer moves, regardless of any button states. In other words,
it changes based on movement alone - a button doesn't have to be pressed first.


longname: Phaser.Input.Pointer-angle
since: 3.16.0
name: angle
memberof: Phaser.Input.Pointer
type: number
scope: instance
metafilename: Pointer.js
metapath: input
description:
The current angle the Pointer is moving, in radians, based on its previous and current position.

The angle is based on the old position facing to the current position.

This property is updated whenever the Pointer moves, regardless of any button states. In other words,
it changes based on movement alone - a button doesn't have to be pressed first.


longname: Phaser.Input.Pointer-distance
since: 3.16.0
name: distance
memberof: Phaser.Input.Pointer
type: number
scope: instance
metafilename: Pointer.js
metapath: input
description:
The distance the Pointer has moved, based on its previous and current position.

This value is smoothed out each frame, according to the `motionFactor` property.

This property is updated whenever the Pointer moves, regardless of any button states. In other words,
it changes based on movement alone - a button doesn't have to be pressed first.

If you need the total distance travelled since the primary buttons was pressed down,
then use the `Pointer.getDistance` method.


longname: Phaser.Input.Pointer-smoothFactor
since: 3.16.0
name: smoothFactor
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
The smoothing factor to apply to the Pointer position.

Due to their nature, pointer positions are inherently noisy. While this is fine for lots of games, if you need cleaner positions
then you can set this value to apply an automatic smoothing to the positions as they are recorded.

The default value of zero means 'no smoothing'.
Set to a small value, such as 0.2, to apply an average level of smoothing between positions. You can do this by changing this
value directly, or by setting the `input.smoothFactor` property in the Game Config.

Positions are only smoothed when the pointer moves. If the primary button on this Pointer enters an Up or Down state, then the position
is always precise, and not smoothed.


longname: Phaser.Input.Pointer-motionFactor
since: 3.16.0
name: motionFactor
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0.2
scope: instance
metafilename: Pointer.js
metapath: input
description:
The factor applied to the motion smoothing each frame.

This value is passed to the Smooth Step Interpolation that is used to calculate the velocity,
angle and distance of the Pointer. It's applied every frame, until the midPoint reaches the current
position of the Pointer. 0.2 provides a good average but can be increased if you need a
quicker update and are working in a high performance environment. Never set this value to
zero.


longname: Phaser.Input.Pointer-worldX
since: 3.10.0
name: worldX
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
The x position of this Pointer, translated into the coordinate space of the most recent Camera it interacted with.

If you wish to use this value _outside_ of an input event handler then you should update it first by calling
the `Pointer.updateWorldPoint` method.


longname: Phaser.Input.Pointer-worldY
since: 3.10.0
name: worldY
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
The y position of this Pointer, translated into the coordinate space of the most recent Camera it interacted with.

If you wish to use this value _outside_ of an input event handler then you should update it first by calling
the `Pointer.updateWorldPoint` method.


longname: Phaser.Input.Pointer-downX
since: 3.0.0
name: downX
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
X coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.


longname: Phaser.Input.Pointer-downY
since: 3.0.0
name: downY
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
Y coordinate of the Pointer when Button 1 (left button), or Touch, was pressed, used for dragging objects.


longname: Phaser.Input.Pointer-upX
since: 3.0.0
name: upX
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
X coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.


longname: Phaser.Input.Pointer-upY
since: 3.0.0
name: upY
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
Y coordinate of the Pointer when Button 1 (left button), or Touch, was released, used for dragging objects.


longname: Phaser.Input.Pointer-wasCanceled
since: 3.15.0
name: wasCanceled
memberof: Phaser.Input.Pointer
type: boolean
defaultValue: false
scope: instance
metafilename: Pointer.js
metapath: input
description:
Did this Pointer get canceled by a touchcancel event?

Note: "canceled" is the American-English spelling of "cancelled". Please don't submit PRs correcting it!


longname: Phaser.Input.Pointer-pointerId
since: 3.10.0
name: pointerId
memberof: Phaser.Input.Pointer
type: number
scope: instance
metafilename: Pointer.js
metapath: input
description:
The pointerId property of the Pointer as set by the DOM event when this Pointer is started.
The browser can and will recycle this value.


longname: Phaser.Input.Pointer-active
since: 3.10.0
name: active
memberof: Phaser.Input.Pointer
type: boolean
scope: instance
metafilename: Pointer.js
metapath: input
description:
An active Pointer is one that is currently pressed down on the display.
A Mouse is always considered as active.


longname: Phaser.Input.Pointer-locked
since: 3.19.0
name: locked
memberof: Phaser.Input.Pointer
type: boolean
scope: instance
metafilename: Pointer.js
metapath: input
description:
Is this pointer Pointer Locked?

Only a mouse pointer can be locked and it only becomes locked when requested via
the browsers Pointer Lock API.

You can request this by calling the `this.input.mouse.requestPointerLock()` method from
a `pointerdown` or `pointerup` event handler.


longname: Phaser.Input.Pointer-deltaY
since: 3.18.0
name: deltaY
memberof: Phaser.Input.Pointer
type: number
defaultValue: 0
scope: instance
metafilename: Pointer.js
metapath: input
description:
The vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device.
This value will typically be less than 0 if the user scrolls up and greater than zero if scrolling down.


longname: Phaser.Input.Pointer-x
since: 3.0.0
name: x
memberof: Phaser.Input.Pointer
type: number
scope: instance
metafilename: Pointer.js
metapath: input
description:
The x position of this Pointer.
The value is in screen space.
See `worldX` to get a camera converted position.


longname: Phaser.Input.Pointer-y
since: 3.0.0
name: y
memberof: Phaser.Input.Pointer
type: number
scope: instance
metafilename: Pointer.js
metapath: input
description:
The y position of this Pointer.
The value is in screen space.
See `worldY` to get a camera converted position.


longname: Phaser.Input.Pointer-time
since: 3.16.0
name: time
memberof: Phaser.Input.Pointer
type: number
scope: instance
metafilename: Pointer.js
metapath: input
description:
Time when this Pointer was most recently updated by a DOM Event.
This comes directly from the `event.timeStamp` property.
If no event has yet taken place, it will return zero.


longname: Phaser.Input.Touch.TouchManager-capture
since: 3.0.0
name: capture
memberof: Phaser.Input.Touch.TouchManager
type: boolean
defaultValue: true
scope: instance
metafilename: TouchManager.js
metapath: input/touch
description:
If true the DOM events will have event.preventDefault applied to them, if false they will propagate fully.


longname: Phaser.Input.Touch.TouchManager-target
since: 3.0.0
name: target
memberof: Phaser.Input.Touch.TouchManager
type: any
scope: instance
metafilename: TouchManager.js
metapath: input/touch
description:
The Touch Event target, as defined in the Game Config.
Typically the canvas to which the game is rendering, but can be any interactive DOM element.


longname: Phaser.Input.Touch.TouchManager-onTouchStartWindow
since: 3.17.0
name: onTouchStartWindow
memberof: Phaser.Input.Touch.TouchManager
type: function
scope: instance
metafilename: TouchManager.js
metapath: input/touch
description:
The Touch Start event handler function specifically for events on the Window.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Touch.TouchManager-onTouchEndWindow
since: 3.17.0
name: onTouchEndWindow
memberof: Phaser.Input.Touch.TouchManager
type: function
scope: instance
metafilename: TouchManager.js
metapath: input/touch
description:
The Touch End event handler function specifically for events on the Window.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Input.Touch.TouchManager-onTouchCancelWindow
since: 3.18.0
name: onTouchCancelWindow
memberof: Phaser.Input.Touch.TouchManager
type: function
scope: instance
metafilename: TouchManager.js
metapath: input/touch
description:
The Touch Cancel event handler function specifically for events on the Window.
Initially empty and bound in the `startListeners` method.


longname: Phaser.Loader.File-url
since: 3.0.0
name: url
memberof: Phaser.Loader.File
type: object | string
scope: instance
metafilename: File.js
metapath: loader
description:
The URL of the file, not including baseURL.

Automatically has Loader.path prepended to it if a string.

Can also be a JavaScript Object, such as the results of parsing JSON data.


longname: Phaser.Loader.File-src
since: 3.0.0
name: src
memberof: Phaser.Loader.File
type: string
scope: instance
metafilename: File.js
metapath: loader
description:
The final URL this file will load from, including baseURL and path.
Set automatically when the Loader calls 'load' on this file.


longname: Phaser.Loader.File-percentComplete
since: 3.0.0
name: percentComplete
memberof: Phaser.Loader.File
type: number
defaultValue: -1
scope: instance
metafilename: File.js
metapath: loader
description:
A percentage value between 0 and 1 indicating how much of this file has loaded.
Only set if loading via XHR.


longname: Phaser.Loader.File-crossOrigin
since: 3.0.0
name: crossOrigin
memberof: Phaser.Loader.File
type: string | undefined
scope: instance
metafilename: File.js
metapath: loader
description:
For CORs based loading.
If this is undefined then the File will check BaseLoader.crossOrigin and use that (if set)


longname: Phaser.Loader.File-multiFile
since: 3.7.0
name: multiFile
memberof: Phaser.Loader.File
type: Phaser.Loader.MultiFile
scope: instance
metafilename: File.js
metapath: loader
description:
If this is a multipart file, i.e. an atlas and its json together, then this is a reference
to the parent MultiFile. Set and used internally by the Loader or specific file types.


longname: Phaser.Loader.File-linkFile
since: 3.7.0
name: linkFile
memberof: Phaser.Loader.File
type: Phaser.Loader.File
scope: instance
metafilename: File.js
metapath: loader
description:
Does this file have an associated linked file? Such as an image and a normal map.
Atlases and Bitmap Fonts use the multiFile, because those files need loading together but aren't
actually bound by data, where-as a linkFile is.


longname: Phaser.Loader.LoaderPlugin-prefix
since: 3.7.0
name: prefix
memberof: Phaser.Loader.LoaderPlugin
type: string
defaultValue: ''
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
An optional prefix that is automatically prepended to the start of every file key.
If prefix was `MENU.` and you load an image with the key 'Background' the resulting key would be `MENU.Background`.
You can set this directly, or call `Loader.setPrefix()`. It will then affect every file added to the Loader
from that point on. It does _not_ change any file already in the load queue.


longname: Phaser.Loader.LoaderPlugin-path
since: 3.0.0
name: path
memberof: Phaser.Loader.LoaderPlugin
type: string
defaultValue: ''
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
The value of `path`, if set, is placed before any _relative_ file path given. For example:

```javascript
this.load.path = "images/sprites/";
this.load.image("ball", "ball.png");
this.load.image("tree", "level1/oaktree.png");
this.load.image("boom", "[http://server.com/explode.png](http://server.com/explode.png)");
```

Would load the `ball` file from `images/sprites/ball.png` and the tree from
`images/sprites/level1/oaktree.png` but the file `boom` would load from the URL
given as it's an absolute URL.

Please note that the path is added before the filename but *after* the baseURL (if set.)

If you set this property directly then it _must_ end with a "/". Alternatively, call `setPath()` and it'll do it for you.


longname: Phaser.Loader.LoaderPlugin-baseURL
since: 3.0.0
name: baseURL
memberof: Phaser.Loader.LoaderPlugin
type: string
defaultValue: ''
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
If you want to append a URL before the path of any asset you can set this here.

Useful if allowing the asset base url to be configured outside of the game code.

If you set this property directly then it _must_ end with a "/". Alternatively, call `setBaseURL()` and it'll do it for you.


longname: Phaser.Loader.LoaderPlugin-maxParallelDownloads
since: 3.0.0
name: maxParallelDownloads
memberof: Phaser.Loader.LoaderPlugin
type: number
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
The number of concurrent / parallel resources to try and fetch at once.

Old browsers limit 6 requests per domain; modern ones, especially those with HTTP/2 don't limit it at all.

The default is 32 but you can change this in your Game Config, or by changing this property before the Loader starts.


longname: Phaser.Loader.LoaderPlugin-totalToLoad
since: 3.0.0
name: totalToLoad
memberof: Phaser.Loader.LoaderPlugin
type: number
defaultValue: 0
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
The total number of files to load. It may not always be accurate because you may add to the Loader during the process
of loading, especially if you load a Pack File. Therefore this value can change, but in most cases remains static.


longname: Phaser.Loader.LoaderPlugin-progress
since: 3.0.0
name: progress
memberof: Phaser.Loader.LoaderPlugin
type: number
defaultValue: 0
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
The progress of the current load queue, as a float value between 0 and 1.
This is updated automatically as files complete loading.
Note that it is possible for this value to go down again if you add content to the current load queue during a load.


longname: Phaser.Loader.LoaderPlugin-list
since: 3.0.0
name: list
memberof: Phaser.Loader.LoaderPlugin
type: Phaser.Structs.Set.<Phaser.Loader.File>
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
Files are placed in this Set when they're added to the Loader via `addFile`.

They are moved to the `inflight` Set when they start loading, and assuming a successful
load, to the `queue` Set for further processing.

By the end of the load process this Set will be empty.


longname: Phaser.Loader.LoaderPlugin-inflight
since: 3.0.0
name: inflight
memberof: Phaser.Loader.LoaderPlugin
type: Phaser.Structs.Set.<Phaser.Loader.File>
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
Files are stored in this Set while they're in the process of being loaded.

Upon a successful load they are moved to the `queue` Set.

By the end of the load process this Set will be empty.


longname: Phaser.Loader.LoaderPlugin-queue
since: 3.0.0
name: queue
memberof: Phaser.Loader.LoaderPlugin
type: Phaser.Structs.Set.<Phaser.Loader.File>
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
Files are stored in this Set while they're being processed.

If the process is successful they are moved to their final destination, which could be
a Cache or the Texture Manager.

At the end of the load process this Set will be empty.


longname: Phaser.Loader.LoaderPlugin-_deleteQueue
since: 3.7.0
name: _deleteQueue
memberof: Phaser.Loader.LoaderPlugin
type: Phaser.Structs.Set.<Phaser.Loader.File>
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
access: private
description:
A temporary Set in which files are stored after processing,
awaiting destruction at the end of the load process.


longname: Phaser.Loader.LoaderPlugin-totalFailed
since: 3.7.0
name: totalFailed
memberof: Phaser.Loader.LoaderPlugin
type: number
defaultValue: 0
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
The total number of files that failed to load during the most recent load.
This value is reset when you call `Loader.start`.


longname: Phaser.Loader.LoaderPlugin-totalComplete
since: 3.7.0
name: totalComplete
memberof: Phaser.Loader.LoaderPlugin
type: number
defaultValue: 0
scope: instance
metafilename: LoaderPlugin.js
metapath: loader
description:
The total number of files that successfully loaded during the most recent load.
This value is reset when you call `Loader.start`.


longname: Phaser.Loader.MultiFile-baseURL
since: 3.20.0
name: baseURL
memberof: Phaser.Loader.MultiFile
type: string
scope: instance
metafilename: MultiFile.js
metapath: loader
description:
A reference to the Loaders baseURL at the time this MultiFile was created.
Used to populate child-files.


