killAll() → {Phaser.Weapon}
fireAtXY(x, y) → {
shots : number The total number of bullets this Weapon has fired so far.You can limit the number of shots allowed (via
resetShots(newLimit) → {Phaser
bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?
fireAtPointer(pointer) → {Phaser.Bullet}
bulletKey : string The Texture Key that the Bullets use when rendering.Changing this has no effect on bullets in-flight,
bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this
bulletRotateToVelocity : boolean Bullets can optionally adjust their rotation in-flight to match their velocity.This can
fireFrom : Phaser.Rectangle This is a Rectangle
Page 1 of 7