accelerateToObject(displayObject, destination, speed, xSpeedMax, ySpeedMax)
customSeparateY : boolean This flag allows you to disable the custom y separation that takes place by Physics.Arcade.separate.
autoExpandBulletsGroup : boolean Should the bullet pool run out of bullets (i.e. they are all in flight) then thisboolean
destroy() Destroys this Body. First it calls Group.removeFromHash if the Game Object this Body belongs to is part of a Group
skipQuadTree : boolean If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree
distanceToPointer(displayObject, pointer, world) → {number}
fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds.
fireRateVariance : number This is a modifier that is added to the fireRate each update to add varietyto the
quadTree : Phaser.QuadTree The world QuadTree.
onFloor() → {boolean} Returns true if the bottom of this Body is in contact with either the world
Page 12 of 21