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

bulletFrameCycle : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionallychose

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

accelerateToXY(displayObject, x, y, speed, xSpeedMax, ySpeedMax)

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

moveTo(duration, distance, direction) → {boolean} Note: This method

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

[readonly] right : number The right value of this Body (same as Body.x + Body.width)

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

onWorldBounds : Phaser.Signal A Signal that is dispatched

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

movementCallbackContext : Object Context in which to call the movementCallback. Source

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

deltaX() → {number} Returns the delta x value. The difference between Body.x now and in the previous

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

game : Phaser.Game Local reference to game.

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

[static] KILL_CAMERA_BOUNDS : integer A bulletKillType constant that automatically

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

left : number The x position of the Body. The same as Body.x. Source

2025-01-10 15:47:30