bulletCollideWorldBounds : boolean Should bullets collide with the World bounds or not?
resetShots(newLimit) → {Phaser
bulletWorldWrapPadding : integer If bulletWorldWrap is true then you can provide an optional padding value with this
bulletFrameRandom : boolean If you've added a set of frames via Weapon.setBulletFrames then you can optionally
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
trackedSprite : Phaser.Sprite | Object The Sprite
bulletFrame : string | integer The Texture Frame that the Bullets use when rendering.Changing this has no effect on bullets
x : number The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x, andcan be overridden
trackPointer(pointer, offsetX, offsetY) → {
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