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

setBounds(x, y, width, height) Updates the size of this physics world. Parameters

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

autofire : boolean Will this weapon auto fire? If set to true then a new bullet will be firedbased on the fireRate

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

trackSprite(sprite, offsetX, offsetY, trackRotation)

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

enableBody(object) Creates an Arcade Physics body on the given game object. A game object can only have 1 physics body active

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

renderBodyInfo(body, x, y, color) Render Sprite Body Physics Data as text. Parameters

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

[static] KILL_WORLD_BOUNDS : integer A bulletKillType constant that automatically

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

maxLevels : number Used by the QuadTree to set the maximum number of iteration levels.

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

[static] KILL_LIFESPAN : integer A bulletKillType constant that automatically

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

trackOffset : Phaser.Point The Track Offset is a Point

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Physics.Arcade.TOP_BOTTOM
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade

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

2025-01-10 15:47:30