Weapon.KILL_STATIC_BOUNDS

[static] KILL_STATIC_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Weapon.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 431)

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)

Tilemap#collision

collision :array An array of collision data (polylines, etc). Source code: tilemap/Tilemap.js (Line 130)

Physics.Ninja.Body#drag

drag : number The drag applied to this object as it moves. Default Value 1 Source code: physics/ninja/Body.js (Line 77)

SoundManager#touchLocked

touchLocked : boolean true if the audio system is currently locked awaiting a touch event. Source code: sound/SoundManager.js (Line 90)