Cache.PHYSICS

[static] PHYSICS : number Source code: loader/Cache.js (Line 154)

Device#iPad

iPad : boolean Is running on iPad? Source code: utils/Device.js (Line 474)

Time#removeAll()

removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the events timer. Source code: time/Time.js (Line 342)

Weapon#bulletRotateToVelocity

bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can create the effect of a bullet 'pointing' to the path it is following, for examplean arrow being fired from a bow, and works especially well when added to bulletGravity. Source code: plugins/weapon/WeaponPlugin.js (Line 207)

Graphics#updateLocalBounds()

updateLocalBounds() Update the bounds of the object Source code: pixi/primitives/Graphics.js (Line 997)

Weapon#bulletAngleVariance

bulletAngleVariance : number This is a variance added to the angle of Bullets when they are fired.If you fire from an angle of 90 and have a bulletAngleVariance of 20 then the actualangle of the Bullets will be between 70 and 110 degrees. This is a quick way to add agreat 'spread' effect to a Weapon. Source code: plugins/weapon/WeaponPlugin.js (Line 162)

Graphics#removeChildren()

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes. Parameters Name Type Description beginIndex Number The beginning position. Default value is 0. endIndex Number The ending position. Default value is size of the container. Inherited From PIXI.DisplayObjectContainer#removeChildren Source code: pixi/display/DisplayObjectContainer.js (Line 213)

Key#onHoldContext

onHoldContext : Object The context under which the onHoldCallback will be called. Source code: input/Key.js (Line 108)

RenderTexture#requiresUpdate

requiresUpdate : boolean This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) Inherited From PIXI.Texture#requiresUpdate Source code: pixi/textures/Texture.js (Line 87)

Camera#onShakeComplete

onShakeComplete : Phaser.Signal This signal is dispatched when the camera shake effect completes. Source code: core/Camera.js (Line 114)