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

[static] KILL_NEVER : integer A bulletKillType constant that stops the bullets

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

trackRotation : boolean If the Weapon is tracking a Sprite, should it also track the Sprites rotation?This is useful for

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

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

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

sprite : Phaser.Sprite Reference to the parent Sprite

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

isMoving : boolean Set by the moveTo and moveFrom methods. Source

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

bulletSpeed : number The speed at which the bullets are fired. This value is given in pixels per second, andis used to set

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

y : number The y coordinate from which bullets are fired. This is the same as Weapon.fireFrom.y, andcan be overridden

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

setSize(width, height, offsetX, offsetY) You can modify the size of the

2025-01-10 15:47:30