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
fireAtPointer(pointer) → {Phaser.Bullet}
onFire : Phaser.Signal The onFire Signal is dispatched
x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden
fireAtSprite(sprite) → {Phaser.Bullet}
fireLimit : number The maximum number of shots that this Weapon is allowed to fire before it stops.When the limit is his
bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example
bulletSpeedVariance : number This is a variance added to the speed of Bullets when they are fired.If bullets have a
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