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

drag : Phaser.Point The drag applied to the motion

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.KILL_DISTANCE
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically

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

collide(object1, object2, collideCallback, processCallback, callbackContext)

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

facing : number A const reference to the direction the Body is traveling or facing. Source

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

offset : Phaser.Point The offset of the Physics Body

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