bulletAnimation : string The string based name of the animation that the Bullet will be given on launch.This is set via Weapon
[static] RIGHT_LEFT : number A constant used for the sortDirection value.Use this if
embedded : boolean If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each
movementCallback : Function Optional callback. If set, invoked during the running of moveTo or moveFrom
accelerateToPointer(displayObject, pointer, speed, xSpeedMax,
onCeiling() → {boolean} Returns true if the top of this Body is in contact with either the world
bounds : Phaser.Rectangle This Rectangle defines
bulletKillType : integer This controls how the bullets will be killed. The default is Phaser.Weapon.KILL_WORLD_BOUNDS
[static] KILL_WEAPON_BOUNDS : integer A bulletKillType constant that automatically
forEach(callback, callbackContext, args) → {
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