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

bulletAnimation : string The string based name of the animation that the Bullet will be given on launch.This is set via Weapon

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

[static] RIGHT_LEFT : number A constant used for the sortDirection value.Use this if

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

embedded : boolean If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each

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

movementCallback : Function Optional callback. If set, invoked during the running of moveTo or moveFrom

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

accelerateToPointer(displayObject, pointer, speed, xSpeedMax,

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

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

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

bounds : Phaser.Rectangle This Rectangle defines

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

bulletKillType : integer This controls how the bullets will be killed. The default is Phaser.Weapon.KILL_WORLD_BOUNDS

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

[static] KILL_WEAPON_BOUNDS : integer A bulletKillType constant that automatically

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

forEach(callback, callbackContext, args) → {

2025-01-10 15:47:30