Bullet#preUpdate()

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns boolean - True if the Sprite was rendered, otherwise false. Inherited From Phaser.Sprite#preUpdate Source code: gameobjects/Sprite.js (Line 107)

Bullet#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Tilemap#tileWidth

tileWidth : number The base width of the tiles in the map (in pixels). Source code: tilemap/Tilemap.js (Line 60)

Bullet#physicsType

[readonly] physicsType : number The const physics body type of this object. Inherited From Phaser.Sprite#physicsType Source code: gameobjects/Sprite.js (Line 61)

RequestAnimationFrame#updateRAF()

updateRAF() The update method for the requestAnimationFrame Source code: utils/RequestAnimationFrame.js (Line 103)

Bullet#height

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set Inherited From PIXI.Sprite#height Source code: pixi/display/Sprite.js (Line 144)

Video#progress

[readonly] progress : number The progress of this video. This is a value between 0 and 1, where 0 is the start and 1 is the end of the video. Source code: gameobjects/Video.js (Line 1202)

Physics#setBoundsToWorld()

setBoundsToWorld(left, right, top, bottom, setCollisionGroup) Sets the bounds of the Physics world to match the Game.World dimensions.You can optionally set which 'walls' to create: left, right, top or bottom. Parameters Name Type Argument Default Description left boolean <optional> true If true will create the left bounds wall. right boolean <optional> true If true will create the right bounds wall. top boolean <optional> true If true will create the top bou

Button#type

[readonly] type : number The Phaser Object Type. Source code: gameobjects/Button.js (Line 50)

StateManager#onRenderCallback

onRenderCallback : Function This is called post-render. It doesn't happen during preload (see onLoadRenderCallback). Source code: core/StateManager.js (Line 112)