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

bullets : Phaser.Group This is the Phaser.Group

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

fireRateVariance : number This is a modifier that is added to the fireRate each update to add varietyto the

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

[static] KILL_NEVER : integer A bulletKillType constant that stops the bullets

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

bulletGravity : Phaser.Point This is the amount of

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

fireRate : number The rate at which this Weapon can fire. The value is given in milliseconds.

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

fire(from, x, y) → {

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

[static] KILL_STATIC_BOUNDS : integer A bulletKillType constant that automatically

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

autoExpandBulletsGroup : boolean Should the bullet pool run out of bullets (i.e. they are all in flight) then thisboolean

2025-01-10 15:47:30