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

fireFrom : Phaser.Rectangle This is a Rectangle

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

fireAtXY(x, y) → {

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

bulletAngleVariance : number This is a variance added to the angle of Bullets when they are fired.If you fire from an angle

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

fireAtPointer(pointer) → {Phaser.Bullet}

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

bulletKillDistance : number If you've set bulletKillType to Phaser.Weapon.KILL_DISTANCE this controls

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

bulletWorldWrap : boolean Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap

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

killAll() → {Phaser.Weapon}

2025-01-10 15:47:30