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

onFireLimit : Phaser.Signal The onFireLimit Signal

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

bounds : Phaser.Rectangle This Rectangle defines

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

bulletKillType : integer This controls how the bullets will be killed. The default is Phaser.Weapon.KILL_WORLD_BOUNDS

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

forEach(callback, callbackContext, args) → {

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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

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

trackSprite(sprite, offsetX, offsetY, trackRotation)

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Weapon.KILL_WORLD_BOUNDS
  • References/Game Development/Phaser/Arcade Physics/Weapon

[static] KILL_WORLD_BOUNDS : integer A bulletKillType constant that automatically

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

[static] KILL_LIFESPAN : integer A bulletKillType constant that automatically

2025-01-10 15:47:30