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

maxVelocity : Phaser.Point The maximum velocity in

2025-01-10 15:47:30
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,

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

gravity : Phaser.Point A local gravity applied to this

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

fireAngle : integer The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UPor it can be any

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

trackPointer(pointer, offsetX, offsetY) → {

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

pauseAll() → {Phaser.Weapon}

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

destroy() Destroys this Weapon. It removes itself from the PluginManager, destroysthe bullets Group, and nulls internal references

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

bulletFrame : string | integer The Texture Frame that the Bullets use when rendering.Changing this has no effect on bullets

2025-01-10 15:47:30