bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally
bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap
[readonly] halfHeight : number The calculated height / 2 of the physics body.
fireAtPointer(pointer) → {Phaser.Bullet}
shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via
moveToPointer(displayObject, speed, pointer, maxTime)
enable(object, children) This will create an Arcade Physics body on the given game object or array of
[readonly] isCircle : boolean If true this Body is using circular collision detection
bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?
overlap(object1, object2, overlapCallback, processCallback, callbackContext)
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