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

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

trackSprite(sprite, offsetX, offsetY, trackRotation)

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

createBullets(quantity, key, frame, group)

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

trackOffset : Phaser.Point The Track Offset is a Point

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

[static] KILL_LIFESPAN : integer A bulletKillType constant that automatically

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

onKill : Phaser.Signal The onKill Signal is dispatched

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

[static] KILL_WORLD_BOUNDS : integer A bulletKillType constant that automatically

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

bounds : Phaser.Rectangle This Rectangle defines

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