Physics.Arcade.Body#worldBounce
  • References/Game Development/Phaser/Arcade Physics/Physics.Arcade.Body

worldBounce : Phaser.Point The elasticity of the Body

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

bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this

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

bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can

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

fireFrom : Phaser.Rectangle This is a Rectangle

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

bulletAngleVariance : number This is a variance added to the angle of Bullets when they are fired.If you fire from an angle

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

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

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

bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls

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

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

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

accelerationFromRotation(rotation, speed, point) → {

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

tilePadding : Phaser.Point If this is an especially

2025-01-10 15:47:30