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)
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)
world : Phaser.Physics.P2 Local reference to the P2 World. Source code: physics/p2/Body.js (Line 38)
context :CanvasRenderingContext2D The 2d context of the canvas. Source code: utils/Debug.js (Line 48)
scanned : boolean Has this tile been walked / turned into a poly? Source code: tilemap/Tile.js (Line 94)
opus : boolean Can this device play opus files? Source code: utils/Device.js (Line 385)
mass : number The mass of the body. Source code: physics/p2/Body.js (Line 1775)
[readonly] halfHeight : number The calculated height / 2 of the physics body. Source code: physics/arcade/Body.js (Line 133)
[readonly] totalActivePointers : integers The total number of active Pointers, not counting the mouse pointer. Source code: input/Input.js (Line 1093)
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)
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