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

[readonly] angle : number The angle of the Body's velocity in radians.

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

setCircle(radius, offsetX, offsetY) Sets this

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

bulletKey : string The Texture Key that the Bullets use when rendering.Changing this has no effect on bullets in-flight,

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

angularVelocity : number The angular velocity controls the rotation speed of the Body. It is measured in degrees per second.

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

trackedPointer : Phaser.Pointer The Pointer currently

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

onFire : Phaser.Signal The onFire Signal is dispatched

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

bulletSpeedVariance : number This is a variance added to the speed of Bullets when they are fired.If bullets have a

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

bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example

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Weapon#resumeAll()
  • References/Game Development/Phaser/Arcade Physics/Weapon

resumeAll() → {Phaser.Weapon}

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