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

distanceToPointer(displayObject, pointer, world) → {number}

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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.

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

onFloor() → {boolean} Returns true if the bottom of this Body is in contact with either the world

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#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

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

allowGravity : boolean Allow this Body to be influenced by gravity? Either world or local.

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

skipQuadTree : boolean If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree

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

fire(from, x, y) → {

2025-01-10 15:47:30