fireAtXY(x, y) → {
bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap
resetShots(newLimit) → {Phaser
bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can
killAll() → {Phaser.Weapon}
bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls
bulletAngleVariance : number This is a variance added to the angle of Bullets when they are fired.If you fire from an angle
bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this
bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?
fireAtPointer(pointer) → {Phaser.Bullet}
Page 1 of 7