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#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
Weapon#fireAtPointer()
  • References/Game Development/Phaser/Arcade Physics/Weapon

fireAtPointer(pointer) → {Phaser.Bullet}

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
Physics.Arcade#moveToPointer()
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

moveToPointer(displayObject, speed, pointer, maxTime)

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

enable(object, children) This will create an Arcade Physics body on the given game object or array of

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

bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?

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

overlap(object1, object2, overlapCallback, processCallback, callbackContext)

2025-01-10 15:47:30