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

trackedPointer : Phaser.Pointer The Pointer currently

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

trackPointer(pointer, offsetX, offsetY) → {

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

bullets : Phaser.Group This is the Phaser.Group

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

bulletGravity : Phaser.Point This is the amount of

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

trackRotation : boolean If the Weapon is tracking a Sprite, should it also track the Sprites rotation?This is useful for

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#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