Namespaces

Classes

Class
Body
Composite
Constraint
Engine
Vertices
World
Animation
AnimationFrame
AnimationManager
Config
TimeStep
BaseCache
CacheManager
FixedKeyControl
SmoothedKeyControl
BaseCamera
Camera
CameraManager
Fade
Flash
Pan
Shake
Zoom
CubicBezier
Curve
Ellipse
Line
MoveTo
Path
QuadraticBezier
Spline
DataManager
DataManagerPlugin
Color
BitmapMask
GeometryMask
RequestAnimationFrame
EventEmitter
FacebookInstantGamesPlugin
Leaderboard
Game
Arc
BitmapText
Blitter
Bob
Animation
TransformMatrix
Container
Curve
DisplayList
DynamicBitmapText
Ellipse
GameObject
GameObjectCreator
GameObjectFactory
Graphics
Grid
Group
Image
IsoBox
IsoTriangle
Light
LightsManager
LightsPlugin
Line
Mesh
EmitterOp
GravityWell
Particle
ParticleEmitter
ParticleEmitterManager
DeathZone
EdgeZone
RandomZone
PathFollower
Polygon
Quad
Rectangle
RenderTexture
Shape
Sprite
Star
Text
TextStyle
TileSprite
Triangle
UpdateList
Zone
Circle
Ellipse
Line
Point
Polygon
Rectangle
Triangle
Axis
Button
Gamepad
GamepadPlugin
InputManager
InputPlugin
Key
KeyboardPlugin
KeyCombo
MouseManager
Pointer
TouchManager
File
AnimationJSONFile
AtlasJSONFile
AtlasXMLFile
AudioFile
AudioSpriteFile
BinaryFile
BitmapFontFile
GLSLFile
HTML5AudioFile
HTMLFile
HTMLTextureFile
ImageFile
JSONFile
MultiAtlasFile
PackFile
PluginFile
ScenePluginFile
ScriptFile
SpriteSheetFile
SVGFile
TextFile
TilemapCSVFile
TilemapImpactFile
TilemapJSONFile
UnityAtlasFile
XMLFile
LoaderPlugin
MultiFile
Matrix3
Matrix4
Quaternion
RandomDataGenerator
Vector2
Vector3
Vector4
ArcadePhysics
Body
Collider
Factory
Group
Image
Sprite
StaticBody
StaticGroup
World
Body
CollisionMap
Factory
ImpactBody
ImpactImage
ImpactPhysics
ImpactSprite
World
Factory
Image
MatterPhysics
PointerConstraint
Sprite
TileBody
World
BasePlugin
PluginManager
ScenePlugin
CanvasRenderer
BitmapMaskPipeline
ForwardDiffuseLightPipeline
TextureTintPipeline
WebGLPipeline
WebGLRenderer
Scene
SceneManager
ScenePlugin
Systems
BaseSound
BaseSoundManager
HTML5AudioSound
HTML5AudioSoundManager
NoAudioSound
NoAudioSoundManager
WebAudioSound
WebAudioSoundManager
List
Map
ProcessQueue
RTree
Set
CanvasTexture
Frame
Texture
TextureManager
TextureSource
DynamicTilemapLayer
ImageCollection
LayerData
MapData
ObjectLayer
StaticTilemapLayer
Tile
Tilemap
Tileset
Clock
TimerEvent
Timeline
Tween
TweenManager

Namespaces

MatterJS
Phaser
Phaser
Phaser
Actions
Animations
Boot
Cache
Cameras
Controls
Scene2D
Effects
Create
Palettes
Curves
Data
Device
Display
Align
In
To
Bounds
Canvas
CanvasInterpolation
CanvasPool
Smoothing
Interpolate
Masks
DOM
Events
GameObjects
Components
Commands
Particles
Zones
RetroFont
Geom
Intersects
Input
Gamepad
Configs
Keyboard
Mouse
Touch
Loader
FileTypes
Math
Angle
Distance
Easing
Back
Bounce
Circular
Cubic
Elastic
Expo
Linear
Quadratic
Quartic
Quintic
Sine
Stepped
Fuzzy
Interpolation
Pow2
Snap
Physics
Arcade
Components
Tilemap
Impact
Components
Matter
Components
PhysicsEditorParser
Plugins
Renderer
Canvas
Snapshot
WebGL
Pipelines
Utils
Scenes
Settings
Sound
Structs
Textures
Parsers
Tilemaps
Components
Formats
Parsers
Impact
Tiled
Time
Tweens
Builders
Utils
Array
Matrix
Object
String

Events


CameraDestroyEvent

This event is fired when a camera is destroyed by the Camera Manager.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.BaseCamera

The camera that was destroyed.

Source: src/cameras/2d/BaseCamera.js (Line 1436)

CameraFadeInCompleteEvent

This event is fired when the fade in effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

Source: src/cameras/2d/effects/Fade.js (Line 208)

CameraFadeInStartEvent

This event is fired when the fade in effect begins to run on a camera.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

duration integer

The duration of the effect.

red integer

The red color channel value.

green integer

The green color channel value.

blue integer

The blue color channel value.

Source: src/cameras/2d/effects/Fade.js (Line 184)

CameraFadeOutCompleteEvent

This event is fired when the fade out effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

Source: src/cameras/2d/effects/Fade.js (Line 216)

CameraFadeOutStartEvent

This event is fired when the fade out effect begins to run on a camera.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Fade

A reference to the effect instance.

duration integer

The duration of the effect.

red integer

The red color channel value.

green integer

The green color channel value.

blue integer

The blue color channel value.

Source: src/cameras/2d/effects/Fade.js (Line 196)

CameraFlashCompleteEvent

This event is fired when the flash effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Flash

A reference to the effect instance.

Source: src/cameras/2d/effects/Flash.js (Line 171)

CameraFlashStartEvent

This event is fired when the flash effect begins to run on a camera.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Flash

A reference to the effect instance.

duration integer

The duration of the effect.

red integer

The red color channel value.

green integer

The green color channel value.

blue integer

The blue color channel value.

Source: src/cameras/2d/effects/Flash.js (Line 159)

CameraPanCompleteEvent

This event is fired when the pan effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Pan

A reference to the effect instance.

Source: src/cameras/2d/effects/Pan.js (Line 167)

CameraPanStartEvent

This event is fired when the pan effect begins to run on a camera.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Pan

A reference to the effect instance.

duration integer

The duration of the effect.

x number

The destination scroll x coordinate.

y number

The destination scroll y coordinate.

Source: src/cameras/2d/effects/Pan.js (Line 156)

CameraShakeCompleteEvent

This event is fired when the shake effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Shake

A reference to the effect instance.

Source: src/cameras/2d/effects/Shake.js (Line 159)

CameraShakeStartEvent

This event is fired when the shake effect begins to run on a camera.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Shake

A reference to the effect instance.

duration integer

The duration of the effect.

intensity number

The intensity of the effect.

Source: src/cameras/2d/effects/Shake.js (Line 149)

CameraZoomCompleteEvent

This event is fired when the Zoom effect completes.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Zoom

A reference to the effect instance.

Source: src/cameras/2d/effects/Zoom.js (Line 151)

CameraZoomStartEvent

This event is fired when the Zoom effect begins to run on a camera.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The camera that the effect began on.

effect Phaser.Cameras.Scene2D.Effects.Zoom

A reference to the effect instance.

duration integer

The duration of the effect.

zoom number

The destination zoom value.

Source: src/cameras/2d/effects/Zoom.js (Line 141)

blur

Visibility Handler blur event.

The window in which the Game is embedded has entered a blurred state.

Source: src/boot/VisibilityHandler.js (Line 23)

focus

Visibility Handler focus event.

The window in which the Game is embedded has entered a focused state.

Source: src/boot/VisibilityHandler.js (Line 31)

hidden

Visibility Handler hidden event.

The document in which the Game is embedded has entered a hidden state.

Source: src/boot/VisibilityHandler.js (Line 7)

visible

Visibility Handler visible event.

The document in which the Game is embedded has entered a visible state.

Source: src/boot/VisibilityHandler.js (Line 15)

addEvent

Cache add event.

This event is fired by the Cache each time a new object is added to it.

Parameters:
Name Type Description
cache Phaser.Cache.BaseCache

The BaseCache to which the object was added.

key string

The key of the object added to the cache.

object *

A reference to the object added to the cache.

Source: src/cache/BaseCache.js (Line 51)

removeEvent

Cache remove event.

This event is fired by the Cache each time an object is removed from it.

Parameters:
Name Type Description
cache Phaser.Cache.BaseCache

The BaseCache from which the object was removed.

key string

The key of the object removed from the cache.

object *

The object that was removed from the cache.

Source: src/cache/BaseCache.js (Line 131)

boot

Game boot event.

This is an internal event dispatched when the game has finished booting, but before it is ready to start running.
The global systems use this event to know when to set themselves up, dispatching their own ready events as required.

Source: src/boot/Game.js (Line 335)

destroyEvent

Game Destroy event.

Listen for it using the event type destroy.

Source: src/boot/Game.js (Line 732)

pauseEvent

Game Pause event.

Listen for it using the event type pause.

This event is dispatched when the game loop enters a paused state, usually as a result of the Visibility Handler.

Source: src/boot/Game.js (Line 606)

postrenderEvent

Game Post-Render event.

Listen for it using the event type postrender.

This event is dispatched right at the end of the render process.
Every Scene will have rendered and drawn to the canvas.

Parameters:
Name Type Description
renderer Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer

A reference to the current renderer.

Source: src/boot/Game.js (Line 488)

poststepEvent

Game Post-Step event.

Listen for it using the event type poststep.

This event is dispatched after the Scene Manager has updated.
Hook into it from plugins or systems that need to do things before the render starts.

Parameters:
Name Type Description
time number

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Source: src/boot/Game.js (Line 462)

prerenderEvent

Game Pre-Render event.

Listen for it using the event type prerender.

This event is dispatched immediately before any of the Scenes have started to render.
The renderer will already have been initialized this frame, clearing itself and preparing to receive
the Scenes for rendering, but it won't have actually drawn anything yet.

Parameters:
Name Type Description
renderer Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer

A reference to the current renderer.

Source: src/boot/Game.js (Line 475)

prestepEvent

Game Pre-Step event.

Listen for it using the event type prestep.

This event is dispatched before the main Step starts.
By this point none of the Scene updates have happened.
Hook into it from plugins or systems that need to update before the Scene Manager does.

Parameters:
Name Type Description
time number

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Source: src/boot/Game.js (Line 435)

resizeEvent

Game Resize event.

Listen for it using the event type resize.

Parameters:
Name Type Description
width number

The new width of the Game.

height number

The new height of the Game.

Source: src/boot/Game.js (Line 688)

resumeEvent

Game Resume event.

Listen for it using the event type resume.

This event is dispatched when the game loop leaves a paused state and resumes running.

Source: src/boot/Game.js (Line 632)

stepEvent

Game Step event.

Listen for it using the event type step.

This event is dispatched after Pre-Step and before the Scene Manager steps.
Hook into it from plugins or systems that need to update before the Scene Manager does, but after core Systems.

Parameters:
Name Type Description
time number

The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.

delta number

The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.

Source: src/boot/Game.js (Line 449)

onCompleteEvent

This event is dispatched when an animation completes playing, either naturally or via Animation.stop.

Listen for it on the Game Object: sprite.on('animationcomplete', listener)

Parameters:
Name Type Description
animation Phaser.Animations.Animation

Reference to the currently playing animation.

frame Phaser.Animations.AnimationFrame

Reference to the current Animation Frame.

gameObject Phaser.GameObjects.Sprite

Reference to the Game Object on which the event occurred.

Source: src/gameobjects/components/Animation.js (Line 55)

onRepeatEvent

This event is dispatched when an animation repeats.

Listen for it on the Game Object: sprite.on('animationrepeat', listener)

Parameters:
Name Type Description
animation Phaser.Animations.Animation

Reference to the currently playing animation.

frame Phaser.Animations.AnimationFrame

Reference to the current Animation Frame.

repeatCount integer

The number of times this animation has repeated.

gameObject Phaser.GameObjects.Sprite

Reference to the Game Object on which the event occurred.

Source: src/gameobjects/components/Animation.js (Line 31)

onRestartEvent

This event is dispatched when an animation restarts.

Listen for it on the Game Object: sprite.on('animationrestart', listener)

Parameters:
Name Type Description
animation Phaser.Animations.Animation

Reference to the currently playing animation.

frame Phaser.Animations.AnimationFrame

Reference to the current Animation Frame.

gameObject Phaser.GameObjects.Sprite

Reference to the Game Object on which the event occurred.

Source: src/gameobjects/components/Animation.js (Line 20)

onStartEvent

This event is dispatched when an animation starts playing.

Listen for it on the Game Object: sprite.on('animationstart', listener)

Parameters:
Name Type Description
animation Phaser.Animations.Animation

Reference to the currently playing animation.

frame Phaser.Animations.AnimationFrame

Reference to the current Animation Frame.

gameObject Phaser.GameObjects.Sprite

Reference to the Game Object on which the event occurred.

Source: src/gameobjects/components/Animation.js (Line 9)

onUpdateEvent

This event is dispatched when an animation updates. This happens when the animation frame changes,
based on the animation frame rate and other factors like timeScale and delay.

Listen for it on the Game Object: sprite.on('animationupdate', listener)

Parameters:
Name Type Description
animation Phaser.Animations.Animation

Reference to the currently playing animation.

frame Phaser.Animations.AnimationFrame

Reference to the current Animation Frame.

gameObject Phaser.GameObjects.Sprite

Reference to the Game Object on which the event occurred.

Source: src/gameobjects/components/Animation.js (Line 43)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

fileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched every time
a file loads and is sent 3 arguments, which allow you to identify the file:

this.load.on('filecomplete', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
key string

The key of the file that just loaded and finished processing.

type string

The type of the file that just loaded and finished processing.

data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 451)

singleFileCompleteEvent

You can listen for this event from the LoaderPlugin. It is dispatched only once per
file and you have to use a special listener handle to pick it up.

The string of the event is based on the file type and the key you gave it, split up
using hyphens.

For example, if you have loaded an image with a key of monster, you can listen for it
using the following:

this.load.on('filecomplete-image-monster', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a texture atlas with a key of Level1:

this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
    // Your handler code
});

Or, if you have loaded a sprite sheet with a key of Explosion and a prefix of GAMEOVER:

this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
    // Your handler code
});
Parameters:
Name Type Description
data any

The data of the file.

Inherited From:
Source: src/loader/File.js (Line 467)

addFileEvent

This event is fired when a Loader successfully begins to load its queue.

Parameters:
Name Type Description
key string

The key of the file that was added.

type string

The type of the file that was added.

loader Phaser.Loader.LoaderPlugin

The Loader that had the file added to it.

loader Phaser.Loader.File

The File object that was added to the Loader.

Source: src/loader/LoaderPlugin.js (Line 456)

completeEvent

This event is fired when the Loader has finished loading everything and the queue is empty.
By this point every loaded file will now be in its associated cache and ready for use.

Parameters:
Name Type Description
file Phaser.Loader.File

The file that has failed to load.

Source: src/loader/LoaderPlugin.js (Line 918)

loadErrorEvent

This event is fired when the a file errors during load.

Parameters:
Name Type Description
file Phaser.Loader.File

The file that has failed to load.

Source: src/loader/LoaderPlugin.js (Line 807)

loadEvent

This event is fired when the a file successfully completes loading, before it is processed.

Parameters:
Name Type Description
file Phaser.Loader.File

The file that has completed loading.

Source: src/loader/LoaderPlugin.js (Line 800)

progressEvent

This event is fired when the Loader updates its progress, typically as a result of
a file having completed loading.

Parameters:
Name Type Description
progress number

The current progress of the load. A value between 0 and 1.

Source: src/loader/LoaderPlugin.js (Line 722)

startEvent

This event is fired when a Loader successfully begins to load its queue.

Parameters:
Name Type Description
loader Phaser.Loader.LoaderPlugin

The Loader instance that started.

Source: src/loader/LoaderPlugin.js (Line 666)

collide

Parameters:
Name Type Description
gameObject1 Phaser.GameObjects.GameObject
gameObject2 Phaser.GameObjects.GameObject
body1 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody
body2 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody
Source: src/physics/arcade/World.js (Line 42)

overlap

Parameters:
Name Type Description
gameObject1 Phaser.GameObjects.GameObject
gameObject2 Phaser.GameObjects.GameObject
body1 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody
body2 Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody
Source: src/physics/arcade/World.js (Line 50)

pause

Source: src/physics/arcade/World.js (Line 34)

resume

Source: src/physics/arcade/World.js (Line 38)

worldbounds

Parameters:
Name Type Description
body Phaser.Physics.Arcade.Body
up boolean
down boolean
left boolean
right boolean
Source: src/physics/arcade/World.js (Line 58)

detune

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#detune property.

Source: src/sound/BaseSoundManager.js (Line 623)

pauseall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Source: src/sound/BaseSoundManager.js (Line 362)

rate

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#rate property.

Source: src/sound/BaseSoundManager.js (Line 546)

resumeall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Source: src/sound/BaseSoundManager.js (Line 384)

stopall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Source: src/sound/BaseSoundManager.js (Line 406)

unlocked

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Source: src/sound/BaseSoundManager.js (Line 481)

detuneEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the Sound that emitted event.

value number

An updated value of Phaser.Sound.HTML5AudioSound#detune property.

Source: src/sound/html5/HTML5AudioSound.js (Line 774)

endedEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

Source: src/sound/html5/HTML5AudioSound.js (Line 465)

loopedEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

Source: src/sound/html5/HTML5AudioSound.js (Line 460)

loopEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

value boolean

An updated value of Phaser.Sound.HTML5AudioSound#loop property.

Source: src/sound/html5/HTML5AudioSound.js (Line 916)

muteEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

value boolean

An updated value of Phaser.Sound.HTML5AudioSound#mute property.

Source: src/sound/html5/HTML5AudioSound.js (Line 607)

pauseEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

Source: src/sound/html5/HTML5AudioSound.js (Line 139)

playEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

Source: src/sound/html5/HTML5AudioSound.js (Line 97)

rateEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted the event.

value number

An updated value of Phaser.Sound.HTML5AudioSound#rate property.

Source: src/sound/html5/HTML5AudioSound.js (Line 712)

resumeEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

Source: src/sound/html5/HTML5AudioSound.js (Line 180)

seekEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

value number

An updated value of Phaser.Sound.HTML5AudioSound#seek property.

Source: src/sound/html5/HTML5AudioSound.js (Line 833)

stopEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

Source: src/sound/html5/HTML5AudioSound.js (Line 222)

volumeEvent

Parameters:
Name Type Description
sound Phaser.Sound.HTML5AudioSound

Reference to the sound that emitted event.

value number

An updated value of Phaser.Sound.HTML5AudioSound#volume property.

Source: src/sound/html5/HTML5AudioSound.js (Line 660)

detune

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#detune property.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 623)

muteEvent

Parameters:
Name Type Description
soundManager Phaser.Sound.HTML5AudioSoundManager

Reference to the sound manager that emitted event.

value boolean

An updated value of Phaser.Sound.HTML5AudioSoundManager#mute property.

Source: src/sound/html5/HTML5AudioSoundManager.js (Line 357)

pauseall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 362)

rate

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#rate property.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 546)

resumeall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 384)

stopall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 406)

unlocked

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 481)

volumeEvent

Parameters:
Name Type Description
soundManager Phaser.Sound.HTML5AudioSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.HTML5AudioSoundManager#volume property.

Source: src/sound/html5/HTML5AudioSoundManager.js (Line 408)

detune

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#detune property.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 623)

pauseall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 362)

rate

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#rate property.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 546)

resumeall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 384)

stopall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 406)

unlocked

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 481)

detuneEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the Sound that emitted event.

value number

An updated value of Phaser.Sound.WebAudioSound#detune property.

Source: src/sound/webaudio/WebAudioSound.js (Line 671)

endedEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the sound that emitted event.

Source: src/sound/webaudio/WebAudioSound.js (Line 456)

loopedEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the sound that emitted event.

Source: src/sound/webaudio/WebAudioSound.js (Line 461)

loopEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the sound that emitted event.

value boolean

An updated value of Phaser.Sound.WebAudioSound#loop property.

Source: src/sound/webaudio/WebAudioSound.js (Line 902)

muteEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the sound that emitted event.

value boolean

An updated value of Phaser.Sound.WebAudioSound#mute property.

Source: src/sound/webaudio/WebAudioSound.js (Line 723)

pauseEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the Sound that emitted event.

Source: src/sound/webaudio/WebAudioSound.js (Line 214)

playEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the Sound that emitted event.

Source: src/sound/webaudio/WebAudioSound.js (Line 178)

rateEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the sound that emitted the event.

value number

An updated value of Phaser.Sound.WebAudioSound#rate property.

Source: src/sound/webaudio/WebAudioSound.js (Line 616)

resumeEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the Sound that emitted event.

Source: src/sound/webaudio/WebAudioSound.js (Line 249)

seekEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the sound that emitted event.

value number

An updated value of Phaser.Sound.WebAudioSound#seek property.

Source: src/sound/webaudio/WebAudioSound.js (Line 821)

stopEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the Sound that emitted event.

Source: src/sound/webaudio/WebAudioSound.js (Line 283)

volumeEvent

Parameters:
Name Type Description
sound Phaser.Sound.WebAudioSound

Reference to the sound that emitted event.

value number

An updated value of Phaser.Sound.WebAudioSound#volume property.

Source: src/sound/webaudio/WebAudioSound.js (Line 773)

detune

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#detune property.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 623)

muteEvent

Parameters:
Name Type Description
soundManager Phaser.Sound.WebAudioSoundManager

Reference to the sound manager that emitted event.

value boolean

An updated value of Phaser.Sound.WebAudioSoundManager#mute property.

Source: src/sound/webaudio/WebAudioSoundManager.js (Line 227)

pauseall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 362)

rate

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.BaseSoundManager#rate property.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 546)

resumeall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 384)

stopall

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 406)

unlocked

Parameters:
Name Type Description
soundManager Phaser.Sound.BaseSoundManager

Reference to the sound manager that emitted event.

Inherited From:
Source: src/sound/BaseSoundManager.js (Line 481)

VolumeEvent

Parameters:
Name Type Description
soundManager Phaser.Sound.WebAudioSoundManager

Reference to the sound manager that emitted event.

value number

An updated value of Phaser.Sound.WebAudioSoundManager#volume property.

Source: src/sound/webaudio/WebAudioSoundManager.js (Line 273)