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
friction : Phaser.Point The amount of movement that
[readonly] halfHeight : number The calculated height / 2 of the physics body.
[readonly] angle : number The angle of the Body's velocity in radians.
hitTest(x, y) → {boolean} Tests if a world point lies within this Body. Parameters
moveToPointer(displayObject, speed, pointer, maxTime)
[readonly] isCircle : boolean If true this Body is using circular collision detection
shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via
fireAtPointer(pointer) → {Phaser.Bullet}
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