Time#removeAll()

removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the events timer. Source code: time/Time.js (Line 342)

Device#iPad

iPad : boolean Is running on iPad? Source code: utils/Device.js (Line 474)

Create.PALETTE_C64

[static] PALETTE_C64 : number A 16 color C64 inspired palette. Source code: core/Create.js (Line 79)

FlexLayer#FlexLayer

new FlexLayer(manager, position, bounds, scale) WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.Please try to avoid using in production games with a long time to build.This is also why the documentation is incomplete. A responsive grid layer. Parameters Name Type Description manager Phaser.FlexGrid The FlexGrid that owns this FlexLayer. position Phaser.Point A reference to the Point object used for positioning. bounds Ph

Particles.Arcade.Emitter#autoScale

autoScale : boolean When a new Particle is emitted this controls if it will automatically scale in size. Use Emitter.setScale to configure. Source code: particles/arcade/Emitter.js (Line 188)

Weapon#onFire

onFire : Phaser.Signal The onFire Signal is dispatched each time Weapon.fire is called, and a Bullet issuccessfully launched. The callback is set two arguments: a reference to the bullet sprite itself,and a reference to the Weapon that fired the bullet. Source code: plugins/weapon/WeaponPlugin.js (Line 306)

Particle#setScaleData()

setScaleData() Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter. Source code: gameobjects/Particle.js (Line 126)

Device#webm

webm : boolean Can this device play webm files? Source code: utils/Device.js (Line 410)

WebGLRenderer#type

type : number Source code: pixi/renderers/webgl/WebGLRenderer.js (Line 30)

Pointer#rawMovementX

rawMovementX : number The horizontal raw relative movement of the Pointer in pixels since last event. Source code: input/Pointer.js (Line 212)