Weapon#bulletSpeed

bulletSpeed : number The speed at which the bullets are fired. This value is given in pixels per second, andis used to set the starting velocity of the bullets. Source code: plugins/weapon/WeaponPlugin.js (Line 169)

DisplayObjectContainer#children

[readonly] children : Array.<DisplayObject> [read-only] The array of children of this container. Type Array.<DisplayObject> Source code: pixi/display/DisplayObjectContainer.js (Line 17)

Bullet#getChildIndex()

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance Parameters Name Type Description child DisplayObject The DisplayObject instance to identify Returns Number - The index position of the child display object to identify Inherited From PIXI.DisplayObjectContainer#getChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 112)

Bullet#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)

Text#setTextBounds()

setTextBounds(x, y, width, height) → {Phaser.Text} The Text Bounds is a rectangular region that you control the dimensions of into which the Text object itself is positioned,regardless of the number of lines in the text, the font size or any other attribute. Alignment is controlled via the properties boundsAlignH and boundsAlignV within the Text.style object, or can be directlyset through the setters Text.boundsAlignH and Text.boundsAlignV. Bounds alignment is independent of text alignment. F

Bullet#cameraOffset

cameraOffset : Phaser.Point The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true. The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list. Inherited From Phaser.Component.FixedToCamera#cameraOffset Source code: gameobjects/components/FixedToCamera.js (Line 86)

Bullet#autoCull

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame.If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,or you have tested perfor

Physics.P2#setPostBroadphaseCallback()

setPostBroadphaseCallback(callback, context) Sets a callback to be fired after the Broadphase has collected collision pairs in the world.Just because a pair exists it doesn't mean they will collide, just that they potentially could do.If your calback returns false the pair will be removed from the narrowphase. This will stop them testing for collision this step.Returning true from the callback will ensure they are checked in the narrowphase. Parameters Name Type Description callback functio

Easing.Cubic#In()

In(k) → {number} Cubic ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - The tweened value. Source code: tween/Easing.js (Line 94)

Button#updateCrop()

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect property,or the rectangle it references, then you need to update the crop frame by calling this method. Inherited From Phaser.Component.Crop#updateCrop Source code: gameobjects/components/Crop.js (Line 86)