Weapon.KILL_WEAPON_BOUNDS

[static] KILL_WEAPON_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Weapon.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 410)

Weapon.KILL_STATIC_BOUNDS

[static] KILL_STATIC_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Weapon.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 431)

Weapon.KILL_NEVER

[static] KILL_NEVER : integer A bulletKillType constant that stops the bullets from ever being destroyed automatically. Source code: plugins/weapon/WeaponPlugin.js (Line 388)

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)

Weapon.KILL_DISTANCE

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically kills the bullets after theyexceed the bulletDistance from their original firing position. Source code: plugins/weapon/WeaponPlugin.js (Line 403)

Weapon.KILL_CAMERA_BOUNDS

[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically kills the bullets when they leave the Camera.bounds rectangle. Source code: plugins/weapon/WeaponPlugin.js (Line 417)

Weapon#y

y : number The y coordinate from which bullets are fired. This is the same as Weapon.fireFrom.y, andcan be overridden by the Weapon.fire arguments. Source code: plugins/weapon/WeaponPlugin.js (Line 1246)

Weapon#x

x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden by the Weapon.fire arguments. Source code: plugins/weapon/WeaponPlugin.js (Line 1224)

Weapon#Weapon

new Weapon(game, parent) The Weapon Plugin provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of Weapon.bullets, which is a Phaser.Group instance. Anything youcan usually do with a Group, such as move it around the display list, iterate it, etc can be doneto the bullets

Weapon#trackSprite()

trackSprite(sprite, offsetX, offsetY, trackRotation) → {Phaser.Weapon} Sets this Weapon to track the given Sprite, or any Object with a public world Point object.When a Weapon tracks a Sprite it will automatically update its fireFrom value to match the Spritesposition within the Game World, adjusting the coordinates based on the offset arguments. This allows you to lock a Weapon to a Sprite, so that bullets are always launched from its location. Calling trackSprite will reset Weapon.trackedPo