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

fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds.

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Physics.Arcade#isPaused
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

isPaused : boolean If true the Body.preUpdate method will be skipped, halting all motion for all bodies

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

fire(from, x, y) → {

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Physics.Arcade.Body#width
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

[readonly] width : number The calculated width of the physics body.

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Weapon.KILL_STATIC_BOUNDS
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_STATIC_BOUNDS : integer A bulletKillType constant that automatically

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

accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax)

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

autoExpandBulletsGroup : boolean Should the bullet pool run out of bullets (i.e. they are all in flight) then thisboolean

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

sort(group, sortDirection) This method will sort a Groups hash array. If the Group has p

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

stopVelocityOnCollide : boolean Set by the moveTo and moveFrom methods.

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

debug(x, y, debugBodies) Uses Game.Debug

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