skipQuadTree : boolean If true the QuadTree will not be used for any collision. QuadTrees are great if objects are well spread
[readonly] position : Phaser.Point
setBoundsToWorld() Updates the size of this physics world to match the size of the game world.
setBulletBodyOffset(width, height, offsetX, offsetY) → {
fireAngle : integer The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UPor it can be any
trackedSprite : Phaser.Sprite | Object The Sprite
x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden
moveFrom(duration, speed, direction) → {boolean}
setBulletFrames(min, max, cycle, random) → {
onOverlap : Phaser.Signal A Signal that is dispatched
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