Weapon#bulletFrameRandom
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally

2025-01-10 15:47:30
Weapon#bulletWorldWrap
  • References/Game Development/Phaser/Arcade Physics/Weapon

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

2025-01-10 15:47:30
Physics.Arcade.Body#friction
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

friction : Phaser.Point The amount of movement that

2025-01-10 15:47:30
Physics.Arcade.Body#halfHeight
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] halfHeight : number The calculated height / 2 of the physics body.

2025-01-10 15:47:30
Physics.Arcade.Body#angle
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] angle : number The angle of the Body's velocity in radians.

2025-01-10 15:47:30
Physics.Arcade.Body#hitTest()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

hitTest(x, y) → {boolean} Tests if a world point lies within this Body. Parameters

2025-01-10 15:47:30
Physics.Arcade#moveToPointer()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

moveToPointer(displayObject, speed, pointer, maxTime)

2025-01-10 15:47:30
Physics.Arcade.Body#isCircle
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] isCircle : boolean If true this Body is using circular collision detection

2025-01-10 15:47:30
Weapon#shots
  • References/Game Development/Phaser/Arcade Physics/Weapon

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

2025-01-10 15:47:30
Weapon#fireAtPointer()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtPointer(pointer) → {Phaser.Bullet}

2025-01-10 15:47:30