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

destroy() Destroys this Weapon. It removes itself from the PluginManager, destroysthe bullets Group, and nulls internal references

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

resumeAll() → {Phaser.Weapon}

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

bulletClass : Object The Class of the bullets that are launched by this Weapon. Defaults Phaser.Bullet, but can be

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

bulletFrame : string | integer The Texture Frame that the Bullets use when rendering.Changing this has no effect on bullets

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

trackedSprite : Phaser.Sprite | Object The Sprite

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

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically

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

fireAngle : integer The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UPor it can be any

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

pauseAll() → {Phaser.Weapon}

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

setBulletBodyOffset(width, height, offsetX, offsetY) → {

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

setBulletFrames(min, max, cycle, random) → {

2025-01-10 15:47:30