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

resumeAll() → {Phaser.Weapon}

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

fireAtSprite(sprite) → {Phaser.Bullet}

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

debug(x, y, debugBodies) Uses Game.Debug

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

bulletSpeed : number The speed at which the bullets are fired. This value is given in pixels per second, andis used to set

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

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

2025-01-10 15:47:30