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

setBulletBodyOffset(width, height, offsetX, offsetY) → {

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

distanceBetween(source, target, world) → {number} Find the distance

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

onFire : Phaser.Signal The onFire Signal is dispatched

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

trackedSprite : Phaser.Sprite | Object The Sprite

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

[readonly] halfWidth : number The calculated width / 2 of the physics body.

2025-01-10 15:47:30
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

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

x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden

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

skipQuadTree : boolean If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread

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

blocked : Object This object is populated with boolean values when the Body collides with the World bounds or a Tile.For

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

onWall() → {boolean} Returns true if either side of this Body is in contact with either the world

2025-01-10 15:47:30