checkCollision : Object Set the checkCollision properties to control which directions collision is processed for this Body.
killAll() → {Phaser.Weapon}
fireAtXY(x, y) → {
shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via
enable : boolean A disabled body won't be checked for any form of collision or overlap or have its pre/post updates run.
resetShots(newLimit) → {Phaser
friction : Phaser.Point The amount of movement that
[readonly] bottom : number The bottom value of this Body (same as Body.y + Body.height)
worldBounce : Phaser.Point The elasticity of the Body
overlap(object1, object2, overlapCallback, processCallback, callbackContext)
Page 1 of 21