State#input

input : Phaser.Input A reference to the Input Manager. Source code: core/State.js (Line 49)

TimerEvent#tick

tick : number The tick is the next game clock time that this event will fire at. Source code: time/TimerEvent.js (Line 45)

Component.Bounds#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Source code: gameobjects/components/Bounds.js (Line 102)

State#pauseUpdate()

pauseUpdate() pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate. Source code: core/State.js (Line 213)

Device#ejecta

ejecta : boolean Is the game running under Ejecta? Source code: utils/Device.js (Line 106)

Texture#width

width : number The width of the Texture in pixels. Source code: pixi/textures/Texture.js (Line 112)

Rectangle#halfHeight

[readonly] halfHeight : number Half of the height of the Rectangle. Source code: geom/Rectangle.js (Line 465)

BitmapText#left

left : number The left coordinate of the Game Object.This is the same as x - offsetX. Inherited From Phaser.Component.Bounds#left Source code: gameobjects/components/Bounds.js (Line 102)

Physics.Arcade.Body#bottom

[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height) Source code: physics/arcade/Body.js (Line 1370)

Weapon#bulletWorldWrap

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap on the Bullet each frame. See the docs for that method for details. Source code: plugins/weapon/WeaponPlugin.js (Line 136)