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

trackPointer(pointer, offsetX, offsetY) → {

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Weapon.KILL_DISTANCE
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_DISTANCE : integer A bulletKillType constant that automatically

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

pauseAll() → {Phaser.Weapon}

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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

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

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

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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

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

trackedSprite : Phaser.Sprite | Object The Sprite

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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

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

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

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

fireAtSprite(sprite) → {Phaser.Bullet}

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