Physics.Arcade.Body#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/arcade/Body.js (Line 1370)

Weapon#bulletWorldWrap

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap on the Bullet each frame. See the docs for that method for details. Source code: plugins/weapon/WeaponPlugin.js (Line 136)

Physics.Arcade.Body#overlapX

overlapX : number When this body collides with another, the amount of overlap is stored here. The amount of horizontal overlap during the collision. Source code: physics/arcade/Body.js (Line 337)

Physics.Arcade.Body#angularAcceleration

angularAcceleration : number The angular acceleration is the rate of change of the angular velocity. Measured in degrees per second squared. Source code: physics/arcade/Body.js (Line 264)

Camera#setPosition()

setPosition(x, y) A helper function to set both the X and Y properties of the camera at oncewithout having to use game.camera.x and game.camera.y. Parameters Name Type Description x number X position. y number Y position. Source code: core/Camera.js (Line 725)

Device#ejecta

ejecta : boolean Is the game running under Ejecta? Source code: utils/Device.js (Line 106)

Texture#width

width : number The width of the Texture in pixels. Source code: pixi/textures/Texture.js (Line 112)

Component.Bounds#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Source code: gameobjects/components/Bounds.js (Line 102)

State#pauseUpdate()

pauseUpdate() pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate. Source code: core/State.js (Line 213)

Device#LITTLE_ENDIAN

LITTLE_ENDIAN : boolean Same value as littleEndian. Source code: utils/Device.js (Line 494)