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

setBoundsToWorld() Updates the size of this physics world to match the size of the game world.

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

fireAtSprite(sprite) → {Phaser.Bullet}

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

fireLimit : number The maximum number of shots that this Weapon is allowed to fire before it stops.When the limit is his

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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#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

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

reset(x, y) Resets all Body values (velocity, acceleration, rotation, etc) Parameters

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

overlapY : number When this body collides with another, the amount of overlap is stored here. The amount of vertical overlap during

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

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

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

y : number The y position. Source code:

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

angleToPointer(displayObject, pointer, world) → {number}

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