Input#recordPointerHistory

recordPointerHistory : boolean Sets if the Pointer objects should record a history of x/y coordinates they have passed through.The history is cleared each time the Pointer is pressed down.The history is updated at the rate specified in Input.pollRate Source code: input/Input.js (Line 141)

Camera#y

y : number The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras y position. Source code: core/Camera.js (Line 824)

State#stage

stage : Phaser.Stage A reference to the Stage. Source code: core/State.js (Line 74)

Weapon#setBulletFrames()

setBulletFrames(min, max, cycle, random) → {Phaser.Weapon} Sets the texture frames that the bullets can use when being launched. This is intended for use when you've got numeric based frames, such as those loaded via a Sprite Sheet. It works by calling Phaser.ArrayUtils.numberArray internally, using the min and max valuesprovided. Then it sets the frame index to be zero. You can optionally set the cycle and random booleans, to allow bullets to cycle through the frameswhen they're fired, or pi

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)