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

fire(from, x, y) → {

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

trackOffset : Phaser.Point The Track Offset is a Point

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

onFireLimit : Phaser.Signal The onFireLimit Signal

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

addBulletAnimation(name, frames, frameRate, loop, useNumeri

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

autofire : boolean Will this weapon auto fire? If set to true then a new bullet will be firedbased on the fireRate

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

trackSprite(sprite, offsetX, offsetY, trackRotation)

2025-01-10 15:47:30