bulletFrameCycle : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionallychose
accelerateToXY(displayObject, x, y, speed, xSpeedMax, ySpeedMax)
moveTo(duration, distance, direction) → {boolean} Note: This method
[readonly] right : number The right value of this Body (same as Body.x + Body.width)
onWorldBounds : Phaser.Signal A Signal that is dispatched
movementCallbackContext : Object Context in which to call the movementCallback. Source
deltaX() → {number} Returns the delta x value. The difference between Body.x now and in the previous
game : Phaser.Game Local reference to game.
[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically
left : number The x position of the Body. The same as Body.x. Source
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