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

fireFrom : Phaser.Rectangle This is a Rectangle

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

bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally

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

killAll() → {Phaser.Weapon}

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

fireAtPointer(pointer) → {Phaser.Bullet}

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

resetShots(newLimit) → {Phaser

2025-01-10 15:47:30