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

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

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

[readonly] height : number The calculated height of the physics body.

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

[readonly] isCircle : boolean If true this Body is using circular collision detection

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

moveToPointer(displayObject, speed, pointer, maxTime)

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

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

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

allowRotation : boolean Allow this Body to be rotated? (via angularVelocity, etc) Default

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

touching : Object This object is populated with boolean values when the Body collides with another.touching.up = true means

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

fireAtXY(x, y) → {

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

resetShots(newLimit) → {Phaser

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

bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?

2025-01-10 15:47:30