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

killAll() → {Phaser.Weapon}

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

fireAtPointer(pointer) → {Phaser.Bullet}

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

onFire : Phaser.Signal The onFire Signal is dispatched

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

x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden

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

fireAtSprite(sprite) → {Phaser.Bullet}

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

fireLimit : number The maximum number of shots that this Weapon is allowed to fire before it stops.When the limit is his

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

bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example

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

bulletSpeedVariance : number This is a variance added to the speed of Bullets when they are fired.If bullets have a

2025-01-10 15:47:30