drag : Phaser.Point The drag applied to the motion
new Arcade(game) The Arcade Physics world. Contains Arcade Physics related collision, overlap and motion methods. Parameters
onOverlap : Phaser.Signal A Signal that is dispatched
bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example
setBoundsToWorld() Updates the size of this physics world to match the size of the game world.
trackedPointer : Phaser.Pointer The Pointer currently
setBulletFrames(min, max, cycle, random) → {
resumeAll() → {Phaser.Weapon}
maxObjects : number Used by the QuadTree to set the maximum number of objects per quad.
worldAngleToPointer(displayObject, pointer) → {number} Find the angle
Page 8 of 21