setBoundsToWorld() Update the Camera bounds to match the game world. Source code:
forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See
removeChildAt(index) → {DisplayObject}
rotate(angle, asDegrees) → {Phaser.Line}
bulletAngleVariance : number This is a variance added to the angle of Bullets when they are fired.If you fire from an angle
pause() Pauses the sound. Source code:
[readonly] children : Array.<Displa
next() → {any} Advances the group cursor to the next (higher) object in the group. If the
refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This
angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values
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