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
bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can
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
bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls
Page 1 of 21