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

onKill : Phaser.Signal The onKill Signal is dispatched

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

render(context, body, color, filled) Render Sprite Body. Parameters

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

sortDirection : number Used when colliding a Sprite vs. a Group, or a Group vs. a Group, this defines the direction the sort is

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

deltaMax : Phaser.Point The Sprite position is updated

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

bounds : Phaser.Rectangle This Rectangle defines

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

game : Phaser.Game Local reference to game.

2025-01-10 15:47:30