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

bulletLifespan : number If you've set bulletKillType to Phaser.Weapon.KILL_LIFESPAN this controls the

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

bulletInheritSpriteSpeed : boolean When a Bullet is fired it can optionally inherit the velocity of the trackedSprite

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

onKill : Phaser.Signal The onKill Signal is dispatched

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

addBulletAnimation(name, frames, frameRate, loop, useNumeri

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

createBullets(quantity, key, frame, group)

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

trackOffset : Phaser.Point The Track Offset is a Point

2025-01-10 15:47:30