Weapon.KILL_LIFESPAN

[static] KILL_LIFESPAN : integer A bulletKillType constant that automatically kills the bullets when their bulletLifespan expires. Source code: plugins/weapon/WeaponPlugin.js (Line 395)

Filter#width

width : number The width (resolution uniform) Source code: core/Filter.js (Line 217)

TilemapLayer#alignTo()

alignTo(parent, position, offsetX, offsetY) → {Object} Aligns this Game Object to the side of another Game Object, or Rectangle, known as the'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include propertiessuch as World.bounds or Camera.view, for aligning Game Objects within the worldand camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,TileSprites or Buttons. Please note that aligning a Sprite t

Physics.P2.Body#adjustCenterOfMass()

adjustCenterOfMass() Moves the shape offsets so their center of mass becomes the body center of mass. Source code: physics/p2/Body.js (Line 490)

Mouse.WHEEL_DOWN

[static] WHEEL_DOWN : number Source code: input/Mouse.js (Line 208)

Frame#clone()

clone() → {Phaser.Frame} Clones this Frame into a new Phaser.Frame object and returns it.Note that all properties are cloned, including the name, index and UUID. Returns Phaser.Frame - An exact copy of this Frame object. Source code: animation/Frame.js (Line 183)

SoundManager#onUnMute

onUnMute : Phaser.Signal This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause. Source code: sound/SoundManager.js (Line 54)

Tween#delay()

delay(duration, index) → {Phaser.Tween} Sets the delay in milliseconds before this tween will start. If there are child tweens it sets the delay before the first child starts.The delay is invoked as soon as you call Tween.start. If the tween is already running this method doesn't do anything for the current active tween.If you have not yet called Tween.to or Tween.from at least once then this method will do nothing, as there are no tweens to delay.If you have child tweens and pass -1 as the i

InputHandler#pointerTimeDown()

pointerTimeDown(pointerId) → {number} A timestamp representing when the Pointer first touched the touchscreen. Parameters Name Type Argument Default Description pointerId integer <optional> (check all) Returns number - Source code: input/InputHandler.js (Line 571)

Events#onDragUpdate

onDragUpdate : Phaser.Signal This signal is dispatched if the Game Object has been inputEnabled and enableDrag has been set.It is sent when a Phaser.Pointer is actively dragging the Game Object.Be warned: This is a high volume Signal. Be careful what you bind to it.It is sent six arguments:{any} The Game Object that received the event.{Phaser.Pointer} The Phaser.Pointer object that caused the event.{number} The new x coordinate of the Game Object.{number} The new y coordinate of the Game Obje