Physics.Ninja.Tile#clear()

clear() Sets this tile to be empty. Source code: physics/ninja/Tile.js (Line 290)

Pointer#pageY

pageY : number The vertical coordinate of the Pointer relative to whole document. Source code: input/Pointer.js (Line 196)

SpriteBatch#ignoreDestroy

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy method. Inherited From Phaser.Group#ignoreDestroy Source code: core/Group.js (Line 107)

Particle#inputEnabled

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is createdfor this Game Object and it will then start to process click / touch events and more. You can then access the Input Handler via this.input. Note that Input related events are dispatched from this.events, i.e.: events.onInputDown. If you set this property to false it will stop the Input Handler from processing any more input events. If you want to temp

Weapon#fireLimit

fireLimit : number The maximum number of shots that this Weapon is allowed to fire before it stops.When the limit is his the Weapon.onFireLimit Signal is dispatched.You can reset the shot counter via Weapon.resetShots. Source code: plugins/weapon/WeaponPlugin.js (Line 69)

Physics.P2.BodyDebug#alignIn()

alignIn(container, position, offsetX, offsetY) → {Phaser.Group} Aligns this Group within another Game Object, or Rectangle, known as the'container', to one of 9 possible positions. The container must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Groups within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Group to anoth

Weapon.KILL_CAMERA_BOUNDS

[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Camera.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 417)

SoundManager#pauseAll()

pauseAll() Pauses all the sounds in the game. Source code: sound/SoundManager.js (Line 362)

Tile#alpha

alpha : number The alpha value at which this tile is drawn to the canvas. Source code: tilemap/Tile.js (Line 84)

Weapon.KILL_DISTANCE

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically kills the bullets after theyexceed the bulletDistance from their original firing position. Source code: plugins/weapon/WeaponPlugin.js (Line 403)