Weapon#autoExpandBulletsGroup

autoExpandBulletsGroup : boolean Should the bullet pool run out of bullets (i.e. they are all in flight) then thisboolean controls if the Group will create a brand new bullet object or not. Source code: plugins/weapon/WeaponPlugin.js (Line 46)

StateManager#onPreRenderCallback

onPreRenderCallback : Function This is called before the state is rendered and before the stage is cleared but after all game objects have had their final properties adjusted. Source code: core/StateManager.js (Line 124)

Physics.P2.Body#world

world : Phaser.Physics.P2 Local reference to the P2 World. Source code: physics/p2/Body.js (Line 38)

Utils.Debug#context

context :CanvasRenderingContext2D The 2d context of the canvas. Source code: utils/Debug.js (Line 48)

Tile#scanned

scanned : boolean Has this tile been walked / turned into a poly? Source code: tilemap/Tile.js (Line 94)

Device#opus

opus : boolean Can this device play opus files? Source code: utils/Device.js (Line 385)

Physics.P2.Body#mass

mass : number The mass of the body. Source code: physics/p2/Body.js (Line 1775)

Physics.Arcade.Body#halfHeight

[readonly] halfHeight : number The calculated height / 2 of the physics body. Source code: physics/arcade/Body.js (Line 133)

Input#totalActivePointers

[readonly] totalActivePointers : integers The total number of active Pointers, not counting the mouse pointer. Source code: input/Input.js (Line 1093)

State#resize()

resize() If your game is set to Scalemode RESIZE then each time the browser resizes it will call this function, passing in the new width and height. Source code: core/State.js (Line 189)