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

killAll() → {Phaser.Weapon}

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

fireAtXY(x, y) → {

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

shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via

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

resetShots(newLimit) → {Phaser

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

bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?

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

fireAtPointer(pointer) → {Phaser.Bullet}

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

bulletKey : string The Texture Key that the Bullets use when rendering.Changing this has no effect on bullets in-flight,

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

bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this

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

bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can

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

fireFrom : Phaser.Rectangle This is a Rectangle

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