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

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

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

onFireLimit : Phaser.Signal The onFireLimit Signal

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

bulletAnimation : string The string based name of the animation that the Bullet will be given on launch.This is set via Weapon

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

forEach(callback, callbackContext, args) → {

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#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.KILL_WEAPON_BOUNDS
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_WEAPON_BOUNDS : integer A bulletKillType constant that automatically

2025-01-10 15:47:30