Weapon#fireRate

fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds. Source code: plugins/weapon/WeaponPlugin.js (Line 75)

Text#angle

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range.For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees you can use the property rotation instead.Working

Game#input

input : Phaser.Input Reference to the input manager Source code: core/Game.js (Line 171)

Text#useAdvancedWrap

useAdvancedWrap : boolean Will this Text object use Basic or Advanced Word Wrapping? Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary.White space is condensed (e.g., consecutive spaces are replaced with one).Lines are trimmed of white space before processing. It throws an error if wordWrapWidth is less than a single character. Source code: gameobjects/Text.js (Line 132)

Text#reset()

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object. This moves the Game Object to the given x/y world coordinates and sets fresh, exists,visible and renderable to true. If this Game Object has the LifeSpan component it will also set alive to true and health to the given value. If this Game Object has a Physics Body it will reset the Body. Parameters Name Type Argument Default Description x number The x coordinate (in world space) to position the Game Object at. y number

Text#alive

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components damage method should the object run out of health.Or you can toggle it via your game code. This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling. Inherited From Phaser.Component.LifeSpan#alive Defau

Circle#bottom

bottom : number The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. Gets or sets the bottom of the circle. Source code: geom/Circle.js (Line 385)

World#shutdown()

shutdown() Destroyer of worlds. Source code: core/World.js (Line 158)

Physics.P2#friction

friction : number Friction between colliding bodies. This value is used if no matching ContactMaterial is found for a Material pair. Source code: physics/p2/World.js (Line 1839)

Loader#atlasJSONHash()

atlasJSONHash(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. Unlike Loader.atlas this call expects the atlas data to be in a JSON Hash format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data externally, by p