Weapon#trackOffset

trackOffset : Phaser.Point The Track Offset is a Point object that allows you to specify a pixel offset that bullets usewhen launching from a tracked Sprite or Pointer. For example if you've got a bullet that is 2x2 pixelsin size, but you're tracking a Sprite that is 32x32, then you can set trackOffset.x = 16 to havethe bullet launched from the center of the Sprite. Source code: plugins/weapon/WeaponPlugin.js (Line 360)

Physics.P2.Body#dirty

dirty : boolean Internally used by Sprite.x/y Source code: physics/p2/Body.js (Line 127)

Input#position

position : Phaser.Point A point object representing the current position of the Pointer. Source code: input/Input.js (Line 79)

Animation#onUpdate

onUpdate : Phaser.Signal | null This event is dispatched when the Animation changes frame.By default this event is disabled due to its intensive nature. Enable it with: Animation.enableUpdate = true.Note that the event is only dispatched with the current frame. In a low-FPS environment Animationswill automatically frame-skip to try and claw back time, so do not base your code on expecting toreceive a perfectly sequential set of frames from this event. Type Phaser.Signal | null Source cod

Physics.P2.Body#game

game : Phaser.Game Local reference to game. Source code: physics/p2/Body.js (Line 33)

Button#centerY

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2). Inherited From Phaser.Component.Bounds#centerY Source code: gameobjects/components/Bounds.js (Line 80)

Bullet#deltaZ

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now and in the previous frame. The delta value. Inherited From Phaser.Component.Delta#deltaZ Source code: gameobjects/components/Delta.js (Line 58)

BitmapData#blendSourceOut()

blendSourceOut() → {Phaser.BitmapData} Sets the blend mode to 'source-out' Returns Phaser.BitmapData - This BitmapData object for method chaining. Source code: gameobjects/BitmapData.js (Line 2078)

Input#scale

scale : Phaser.Point The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1. Source code: input/Input.js (Line 96)

Key#onDown

onDown : Phaser.Signal This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again). Source code: input/Key.js (Line 98)