Weapon#bulletInheritSpriteSpeed

bulletInheritSpriteSpeed : boolean When a Bullet is fired it can optionally inherit the velocity of the trackedSprite if set. Source code: plugins/weapon/WeaponPlugin.js (Line 105)

global#EMITTER

<constant> EMITTER : integer Game Object type. Source code: Phaser.js (Line 171)

TileSprite#tint

tint : number The tint applied to the sprite. This is a hex value Inherited From PIXI.TilingSprite#tint Default Value 0xFFFFFF Source code: pixi/extras/TilingSprite.js (Line 68)

Pointer#isMouse

isMouse : boolean If the Pointer is a mouse or pen / stylus this is true, otherwise false. Source code: input/Pointer.js (Line 247)

Physics.Ninja.AABB#reverse()

reverse() Source code: physics/ninja/AABB.js (Line 216)

DeviceButton#reset()

reset() Resets this DeviceButton, changing it to an isUp state and resetting the duration and repeats counters. Source code: input/DeviceButton.js (Line 260)

Particles.Arcade.Emitter#onDestroy

onDestroy : Phaser.Signal This signal is dispatched when the group is destroyed. Inherited From Phaser.Group#onDestroy Source code: core/Group.js (Line 249)

AbstractFilter#padding

padding : number Source code: pixi/filters/AbstractFilter.js (Line 38)

Rope#top

top : number The y coordinate of the Game Object.This is the same as y - offsetY. Inherited From Phaser.Component.Bounds#top Source code: gameobjects/components/Bounds.js (Line 146)

MSPointer#event

event :MSPointerEvent | null The browser MSPointer DOM event. Will be null if no event has ever been received.Access this property only inside a Pointer event handler and do not keep references to it. Type MSPointerEvent | null Source code: input/MSPointer.js (Line 75)