2016-06-17 00:11:24 +00:00
<!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" >
< title > Phaser Class: Weapon< / title >
<!-- [if lt IE 9]>
< script src = "//html5shiv.googlecode.com/svn/trunk/html5.js" > < / script >
<![endif]-->
< link type = "text/css" rel = "stylesheet" href = "styles/default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/sunlight.default.css" >
< link type = "text/css" rel = "stylesheet" href = "styles/site.cerulean.css" >
< / head >
< body >
< div class = "container-fluid" >
< div class = "navbar navbar-fixed-top navbar-inverse" >
< div style = "position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050" > < a href = "http://phaser.io" > < img src = "img/phaser.png" border = "0" / > < / a > < / div >
< div class = "navbar-inner" >
< a class = "brand" href = "index.html" > Phaser API< / a >
< ul class = "nav" >
< li class = "dropdown" >
< a href = "namespaces.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Namespaces< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "Phaser.html" > Phaser< / a >
< / li >
< li class = "class-depth-0" >
< a href = "PIXI.html" > PIXI< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "classes.list.html" class = "dropdown-toggle" data-toggle = "dropdown" > Classes< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "Event.html" > Event< / a >
< / li >
< li class = "class-depth-0" >
< a href = "EventTarget.html" > EventTarget< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Animation.html" > Animation< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.ArraySet.html" > ArraySet< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.ArrayUtils.html" > ArrayUtils< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.AudioSprite.html" > AudioSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Bullet.html" > Bullet< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Button.html" > Button< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Cache.html" > Cache< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Camera.html" > Camera< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Canvas.html" > Canvas< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Color.html" > Color< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Angle.html" > Angle< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Animation.html" > Animation< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.AutoCull.html" > AutoCull< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Bounds.html" > Bounds< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.BringToTop.html" > BringToTop< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Core.html" > Core< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Crop.html" > Crop< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Delta.html" > Delta< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Destroy.html" > Destroy< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.FixedToCamera.html" > FixedToCamera< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Health.html" > Health< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InCamera.html" > InCamera< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InputEnabled.html" > InputEnabled< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.InWorld.html" > InWorld< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.LifeSpan.html" > LifeSpan< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.LoadTexture.html" > LoadTexture< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Overlap.html" > Overlap< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.PhysicsBody.html" > PhysicsBody< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Reset.html" > Reset< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.ScaleMinMax.html" > ScaleMinMax< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Component.Smoothed.html" > Smoothed< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Create.html" > Create< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Creature.html" > Creature< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Device.html" > Device< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.DeviceButton.html" > DeviceButton< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.DOM.html" > DOM< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Easing.html" > Easing< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Back.html" > Back< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Circular.html" > Circular< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Linear.html" > Linear< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Easing.Sinusoidal.html" > Sinusoidal< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Events.html" > Events< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Filter.html" > Filter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.FlexGrid.html" > FlexGrid< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.FlexLayer.html" > FlexLayer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Frame.html" > Frame< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.FrameData.html" > FrameData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Game.html" > Game< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Group.html" > Group< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Hermite.html" > Hermite< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Image.html" > Image< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.ImageCollection.html" > ImageCollection< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Input.html" > Input< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Key.html" > Key< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.KeyCode.html" > KeyCode< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Line.html" > Line< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Loader.html" > Loader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Math.html" > Math< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Mouse.html" > Mouse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.MSPointer.html" > MSPointer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Net.html" > Net< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Particles.Arcade.html" > Arcade< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Path.html" > Path< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.PathFollower.html" > PathFollower< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.PathPoint.html" > PathPoint< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Physics.html" > Physics< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Arcade.TilemapCollision.html" > TilemapCollision< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Physics.P2.html" > P2< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Plugin.html" > Plugin< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-2" >
< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.PointerMode.html" > PointerMode< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Video.html" > Video< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.World.html" > World< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EarCut.html" > EarCut< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
2016-07-01 15:57:13 +00:00
< li class = "class-depth-2" >
< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#AUTO" > AUTO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
<!-- <h1 class="page - title">Class: Weapon</h1> -->
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Weapon
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name "
id="Weapon">< span class = "type-signature" > < / span > new Weapon< span class = "signature" > (game, parent)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Weapon Plugin provides the ability to easily create a bullet pool and manager.< / p >
2016-08-26 00:18:47 +00:00
< p > Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.< br > The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics.< / p >
< p > The Bullets are created inside of < code > Weapon.bullets< / code > , which is a Phaser.Group instance. Anything you< br > can usually do with a Group, such as move it around the display list, iterate it, etc can be done< br > to the bullets Group too.< / p >
< p > Bullets can have textures and even animations. You can control the speed at which they are fired,< br > the firing rate, the firing angle, and even set things like gravity for them.< / p >
2016-06-17 00:11:24 +00:00
< p > A small example, assumed to be running from within a Phaser.State create method.< / p >
2016-08-26 00:18:47 +00:00
< p > < code > var weapon = this.add.weapon(10, 'bullet');< / code > < br > < code > weapon.fireFrom.set(300, 300);< / code > < br > < code > this.input.onDown.add(weapon.fire, this);< / code > < / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > A reference to the current Phaser.Game instance.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > parent< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.PluginManager.html" > Phaser.PluginManager< / a > < / span >
< / td >
< td class = "description last" > < p > The Phaser Plugin Manager which looks after this plugin.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-31" > line 31< / a >
< / dt >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
< h4 class = "name "
id=".KILL_CAMERA_BOUNDS">< span class = "type-signature" > < static, constant> < / span > KILL_CAMERA_BOUNDS< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A < code > bulletKillType< / code > constant that automatically kills the bullets when they leave the < code > Camera.bounds< / code > rectangle.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-417" > line 417< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id=".KILL_DISTANCE">< span class = "type-signature" > < static, constant> < / span > KILL_DISTANCE< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > A < code > bulletKillType< / code > constant that automatically kills the bullets after they< br > exceed the < code > bulletDistance< / code > from their original firing position.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-403" > line 403< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id=".KILL_LIFESPAN">< span class = "type-signature" > < static, constant> < / span > KILL_LIFESPAN< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A < code > bulletKillType< / code > constant that automatically kills the bullets when their < code > bulletLifespan< / code > expires.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-395" > line 395< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id=".KILL_NEVER">< span class = "type-signature" > < static, constant> < / span > KILL_NEVER< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A < code > bulletKillType< / code > constant that stops the bullets from ever being destroyed automatically.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-388" > line 388< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id=".KILL_STATIC_BOUNDS">< span class = "type-signature" > < static, constant> < / span > KILL_STATIC_BOUNDS< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A < code > bulletKillType< / code > constant that automatically kills the bullets when they leave the < code > Weapon.bounds< / code > rectangle.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-431" > line 431< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id=".KILL_WEAPON_BOUNDS">< span class = "type-signature" > < static, constant> < / span > KILL_WEAPON_BOUNDS< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A < code > bulletKillType< / code > constant that automatically kills the bullets when they leave the < code > Weapon.bounds< / code > rectangle.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-410" > line 410< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id=".KILL_WORLD_BOUNDS">< span class = "type-signature" > < static, constant> < / span > KILL_WORLD_BOUNDS< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A < code > bulletKillType< / code > constant that automatically kills the bullets when they leave the < code > World.bounds< / code > rectangle.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-424" > line 424< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="autoExpandBulletsGroup">< span class = "type-signature" > < / span > autoExpandBulletsGroup< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Should the bullet pool run out of bullets (i.e. they are all in flight) then this< br > boolean controls if the Group will create a brand new bullet object or not.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-46" > line 46< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="autofire">< span class = "type-signature" > < / span > autofire< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Will this weapon auto fire? If set to true then a new bullet will be fired< br > based on the < code > fireRate< / code > value.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-53" > line 53< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bounds">< span class = "type-signature" > < / span > bounds< span class = "type-signature" > :< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.< br > It's used in combination with < code > Weapon.bulletKillType< / code > when that is set to either < code > Phaser.Weapon.KILL_WEAPON_BOUNDS< / code > < br > or < code > Phaser.Weapon.KILL_STATIC_BOUNDS< / code > . If you are not using either of these kill types then the bounds are ignored.< br > If you are tracking a Sprite or Point then the bounds are centered on that object every frame.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-266" > line 266< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletAngleOffset">< span class = "type-signature" > < / span > bulletAngleOffset< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > An optional angle offset applied to the Bullets when they are launched.< br > This is useful if for example your bullet sprites have been drawn facing up, instead of< br > to the right, and you want to fire them at an angle. In which case you can set the< br > angle offset to be 90 and they'll be properly rotated when fired.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-153" > line 153< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletAngleVariance">< span class = "type-signature" > < / span > bulletAngleVariance< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > This is a variance added to the angle of Bullets when they are fired.< br > If you fire from an angle of 90 and have a < code > bulletAngleVariance< / code > of 20 then the actual< br > angle of the Bullets will be between 70 and 110 degrees. This is a quick way to add a< br > great 'spread' effect to a Weapon.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-162" > line 162< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletAnimation">< span class = "type-signature" > < / span > bulletAnimation< span class = "type-signature" > :string< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The string based name of the animation that the Bullet will be given on launch.< br > This is set via < code > Weapon.addBulletAnimation< / code > .< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-112" > line 112< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletClass">< span class = "type-signature" > < / span > bulletClass< span class = "type-signature" > :Object< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The Class of the bullets that are launched by this Weapon. Defaults < code > Phaser.Bullet< / code > , but can be< br > overridden before calling < code > createBullets< / code > and set to your own class type.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1111" > line 1111< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletCollideWorldBounds">< span class = "type-signature" > < / span > bulletCollideWorldBounds< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Should bullets collide with the World bounds or not?< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1199" > line 1199< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletFrame">< span class = "type-signature" > < / span > bulletFrame< span class = "type-signature" > :string|integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The Texture Frame that the Bullets use when rendering.< br > Changing this has no effect on bullets in-flight, only on newly spawned bullets.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > integer< / span >
< / li >
< / ul >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-221" > line 221< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletFrameCycle">< span class = "type-signature" > < / span > bulletFrameCycle< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > If you've added a set of frames via < code > Weapon.setBulletFrames< / code > then you can optionally< br > chose for each Bullet fired to use the next frame in the set. The frame index is then< br > advanced one frame until it reaches the end of the set, then it starts from the start< br > again. Cycling frames like this allows you to create varied bullet effects via< br > sprite sheets.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-129" > line 129< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletFrameRandom">< span class = "type-signature" > < / span > bulletFrameRandom< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > If you've added a set of frames via < code > Weapon.setBulletFrames< / code > then you can optionally< br > chose for each Bullet fired to pick a random frame from the set.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-119" > line 119< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletFrames">< span class = "type-signature" > < internal> < / span > bulletFrames< span class = "type-signature" > :Array< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This array stores the frames added via < code > Weapon.setBulletFrames< / code > .< / p >
< / div >
< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-282" > line 282< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletGravity">< span class = "type-signature" > < / span > bulletGravity< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > This is the amount of gravity added to the Bullets physics body when fired.< br > Gravity is expressed in pixels / second / second.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-199" > line 199< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletInheritSpriteSpeed">< span class = "type-signature" > < / span > bulletInheritSpriteSpeed< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > When a Bullet is fired it can optionally inherit the velocity of the < code > trackedSprite< / code > if set.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-105" > line 105< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletKey">< span class = "type-signature" > < / span > bulletKey< span class = "type-signature" > :string< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The Texture Key that the Bullets use when rendering.< br > Changing this has no effect on bullets in-flight, only on newly spawned bullets.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-214" > line 214< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletKillDistance">< span class = "type-signature" > < / span > bulletKillDistance< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > If you've set < code > bulletKillType< / code > to < code > Phaser.Weapon.KILL_DISTANCE< / code > this controls the distance< br > the Bullet can travel before it is automatically killed. The distance is given in pixels.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-192" > line 192< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletKillType">< span class = "type-signature" > < / span > bulletKillType< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This controls how the bullets will be killed. The default is < code > Phaser.Weapon.KILL_WORLD_BOUNDS< / code > .< / p >
< p > There are 7 different " kill types" available:< / p >
< ul >
2016-08-26 00:18:47 +00:00
< li > < p > < code > Phaser.Weapon.KILL_NEVER< / code > < br > The bullets are never destroyed by the Weapon. It's up to you to destroy them via your own code.< / p >
2016-06-17 00:11:24 +00:00
< / li >
2016-08-26 00:18:47 +00:00
< li > < p > < code > Phaser.Weapon.KILL_LIFESPAN< / code > < br > The bullets are automatically killed when their < code > bulletLifespan< / code > amount expires.< / p >
2016-06-17 00:11:24 +00:00
< / li >
2016-08-26 00:18:47 +00:00
< li > < p > < code > Phaser.Weapon.KILL_DISTANCE< / code > < br > The bullets are automatically killed when they exceed < code > bulletDistance< / code > pixels away from their original launch position.< / p >
2016-06-17 00:11:24 +00:00
< / li >
2016-08-26 00:18:47 +00:00
< li > < p > < code > Phaser.Weapon.KILL_WEAPON_BOUNDS< / code > < br > The bullets are automatically killed when they no longer intersect with the < code > Weapon.bounds< / code > rectangle.< / p >
2016-06-17 00:11:24 +00:00
< / li >
2016-08-26 00:18:47 +00:00
< li > < p > < code > Phaser.Weapon.KILL_CAMERA_BOUNDS< / code > < br > The bullets are automatically killed when they no longer intersect with the < code > Camera.bounds< / code > rectangle.< / p >
2016-06-17 00:11:24 +00:00
< / li >
2016-08-26 00:18:47 +00:00
< li > < p > < code > Phaser.Weapon.KILL_WORLD_BOUNDS< / code > < br > The bullets are automatically killed when they no longer intersect with the < code > World.bounds< / code > rectangle.< / p >
2016-06-17 00:11:24 +00:00
< / li >
2016-08-26 00:18:47 +00:00
< li > < p > < code > Phaser.Weapon.KILL_STATIC_BOUNDS< / code > < br > The bullets are automatically killed when they no longer intersect with the < code > Weapon.bounds< / code > rectangle.< br > The difference between static bounds and weapon bounds, is that a static bounds will never be adjusted to< br > match the position of a tracked sprite or pointer.< / p >
2016-06-17 00:11:24 +00:00
< / li >
< / ul >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1136" > line 1136< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletLifespan">< span class = "type-signature" > < / span > bulletLifespan< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > If you've set < code > bulletKillType< / code > to < code > Phaser.Weapon.KILL_LIFESPAN< / code > this controls the amount< br > of lifespan the Bullets have set on launch. The value is given in milliseconds.< br > When a Bullet hits its lifespan limit it will be automatically killed.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-185" > line 185< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletRotateToVelocity">< span class = "type-signature" > < / span > bulletRotateToVelocity< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Bullets can optionally adjust their rotation in-flight to match their velocity.< br > This can create the effect of a bullet 'pointing' to the path it is following, for example< br > an arrow being fired from a bow, and works especially well when added to < code > bulletGravity< / code > .< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-207" > line 207< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bullets">< span class = "type-signature" > < / span > bullets< span class = "type-signature" > :< a href = "Phaser.Group.html" > Phaser.Group< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This is the Phaser.Group that contains all of the bullets managed by this plugin.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-39" > line 39< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletSpeed">< span class = "type-signature" > < / span > bulletSpeed< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The speed at which the bullets are fired. This value is given in pixels per second, and< br > is used to set the starting velocity of the bullets.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-169" > line 169< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletSpeedVariance">< span class = "type-signature" > < / span > bulletSpeedVariance< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > This is a variance added to the speed of Bullets when they are fired.< br > If bullets have a < code > bulletSpeed< / code > value of 200, and a < code > bulletSpeedVariance< / code > of 50< br > then the actual speed of the Bullets will be between 150 and 250 pixels per second.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-177" > line 177< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletWorldWrap">< span class = "type-signature" > < / span > bulletWorldWrap< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Should the Bullets wrap around the world bounds? This automatically calls< br > < code > World.wrap< / code > on the Bullet each frame. See the docs for that method for details.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-136" > line 136< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="bulletWorldWrapPadding">< span class = "type-signature" > < / span > bulletWorldWrapPadding< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > If < code > bulletWorldWrap< / code > is true then you can provide an optional padding value with this< br > property. It's added to the calculations determining when the Bullet should wrap around< br > the world or not. The value is given in pixels.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-144" > line 144< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="fireAngle">< span class = "type-signature" > < / span > fireAngle< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP< br > or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-99" > line 99< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="fireFrom">< span class = "type-signature" > < / span > fireFrom< span class = "type-signature" > :< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > This is a Rectangle from within which the bullets are fired. By default it's a 1x1< br > rectangle, the equivalent of a Point. But you can change the width and height, and if< br > larger than 1x1 it'll pick a random point within the rectangle to launch the bullet from.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-92" > line 92< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="fireLimit">< span class = "type-signature" > < / span > fireLimit< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The maximum number of shots that this Weapon is allowed to fire before it stops.< br > When the limit is his the < code > Weapon.onFireLimit< / code > Signal is dispatched.< br > You can reset the shot counter via < code > Weapon.resetShots< / code > .< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-69" > line 69< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="fireRate">< span class = "type-signature" > < / span > fireRate< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The rate at which this Weapon can fire. The value is given in milliseconds.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-75" > line 75< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="fireRateVariance">< span class = "type-signature" > < / span > fireRateVariance< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > This is a modifier that is added to the < code > fireRate< / code > each update to add variety< br > to the firing rate of the Weapon. The value is given in milliseconds.< br > If you've a < code > fireRate< / code > of 200 and a < code > fireRateVariance< / code > of 50 then the actual< br > firing rate of the Weapon will be between 150 and 250.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-84" > line 84< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="onFire">< span class = "type-signature" > < / span > onFire< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The onFire Signal is dispatched each time < code > Weapon.fire< / code > is called, and a Bullet is< br > < em > successfully< / em > launched. The callback is set two arguments: a reference to the bullet sprite itself,< br > and a reference to the Weapon that fired the bullet.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-306" > line 306< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="onFireLimit">< span class = "type-signature" > < / span > onFireLimit< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The onFireLimit Signal is dispatched if < code > Weapon.fireLimit< / code > is > 0, and a bullet launch takes the number< br > of shots fired to equal the fire limit.< br > The callback is sent two arguments: A reference to the Weapon that hit the limit, and the value of< br > < code > Weapon.fireLimit< / code > .< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-325" > line 325< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="onKill">< span class = "type-signature" > < / span > onKill< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The onKill Signal is dispatched each time a Bullet that is in-flight is killed. This can be the result< br > of leaving the Weapon bounds, an expiring lifespan, or exceeding a specified distance.< br > The callback is sent one argument: A reference to the bullet sprite itself.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-315" > line 315< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="shots">< span class = "type-signature" > < / span > shots< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The total number of bullets this Weapon has fired so far.< br > You can limit the number of shots allowed (via < code > fireLimit< / code > ), and reset< br > this total via < code > Weapon.resetShots< / code > .< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-61" > line 61< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="trackedPointer">< span class = "type-signature" > < / span > trackedPointer< span class = "type-signature" > :< a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The Pointer currently being tracked by the Weapon, if any.< br > This is set via the < code > Weapon.trackPointer< / code > method.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-341" > line 341< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="trackedSprite">< span class = "type-signature" > < / span > trackedSprite< span class = "type-signature" > :< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > |Object< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The Sprite currently being tracked by the Weapon, if any.< br > This is set via the < code > Weapon.trackSprite< / code > method.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > Object< / span >
< / li >
< / ul >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-333" > line 333< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="trackOffset">< span class = "type-signature" > < / span > trackOffset< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The Track Offset is a Point object that allows you to specify a pixel offset that bullets use< br > when launching from a tracked Sprite or Pointer. For example if you've got a bullet that is 2x2 pixels< br > in size, but you're tracking a Sprite that is 32x32, then you can set < code > trackOffset.x = 16< / code > to have< br > the bullet launched from the center of the Sprite.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-360" > line 360< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="trackRotation">< span class = "type-signature" > < / span > trackRotation< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > If the Weapon is tracking a Sprite, should it also track the Sprites rotation?< br > This is useful for a game such as Asteroids, where you want the weapon to fire based< br > on the sprites rotation.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-350" > line 350< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="x">< span class = "type-signature" > < / span > x< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The x coordinate from which bullets are fired. This is the same as < code > Weapon.fireFrom.x< / code > , and< br > can be overridden by the < code > Weapon.fire< / code > arguments.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1224" > line 1224< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="y">< span class = "type-signature" > < / span > y< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > The y coordinate from which bullets are fired. This is the same as < code > Weapon.fireFrom.y< / code > , and< br > can be overridden by the < code > Weapon.fire< / code > arguments.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1246" > line 1246< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name "
id="addBulletAnimation">< span class = "type-signature" > < / span > addBulletAnimation< span class = "signature" > (name, < span class = "optional" > frames< / span > , < span class = "optional" > frameRate< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > useNumericIndex< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Adds a new animation under the given key. Optionally set the frames, frame rate and loop.< br > The arguments are all the same as for < code > Animation.add< / code > , and work in the same way.< / p >
< p > < code > Weapon.bulletAnimation< / code > will be set to this animation after it's created. From that point on, all< br > bullets fired will play using this animation. You can swap between animations by calling this method< br > several times, and then just changing the < code > Weapon.bulletAnimation< / code > property to the name of the animation< br > you wish to play for the next launched bullet.< / p >
2016-06-17 00:11:24 +00:00
< p > If you wish to stop using animations at all, set < code > Weapon.bulletAnimation< / code > to '' (an empty string).< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The unique (within the Weapon instance) name for the animation, i.e. " fire" , " blast" .< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frames< / code > < / td >
< td class = "type" >
< span class = "param-type" > Array< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frameRate< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
60
< / td >
< td class = "description last" > < p > The speed at which the animation should play. The speed is given in frames per second.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Whether or not the animation is looped or just plays once.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > useNumericIndex< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Are the given frames using numeric indexes (default) or strings?< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Weapon Plugin.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1048" > line 1048< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="createBullets">< span class = "type-signature" > < / span > createBullets< span class = "signature" > (< span class = "optional" > quantity< / span > , < span class = "optional" > key< / span > , < span class = "optional" > frame< / span > , < span class = "optional" > group< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > This method performs two actions: First it will check to see if the < code > Weapon.bullets< / code > Group exists or not,< br > and if not it creates it, adding it the < code > group< / code > given as the 4th argument.< / p >
< p > Then it will seed the bullet pool with the < code > quantity< / code > number of Bullets, using the texture key and frame< br > provided (if any).< / p >
< p > If for example you set the quantity to be 10, then this Weapon will only ever be able to have 10 bullets< br > in-flight simultaneously. If you try to fire an 11th bullet then nothing will happen until one, or more, of< br > the in-flight bullets have been killed, freeing them up for use by the Weapon again.< / p >
< p > If you do not wish to have a limit set, then pass in -1 as the quantity. In this instance the Weapon will< br > keep increasing the size of the bullet pool as needed. It will never reduce the size of the pool however,< br > so be careful it doesn't grow too large.< / p >
< p > You can either set the texture key and frame here, or via the < code > Weapon.bulletKey< / code > and < code > Weapon.bulletFrame< / code > < br > properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a< br > single Weapon instance must share the same texture key however.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > quantity< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Game.cache key of the image that this Sprite will use.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
|
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > If the Sprite image contains multiple frames you can specify which one to use here.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Optional Group to add the object to. If not specified it will be added to the World group.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-433" > line 433< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="debug">< span class = "type-signature" > < / span > debug< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > , < span class = "optional" > debugBodies< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Uses < code > Game.Debug< / code > to draw some useful information about this Weapon, including the number of bullets< br > both in-flight, and available. And optionally the physics debug bodies of the bullets.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
16
< / td >
< td class = "description last" > < p > The coordinate, in screen space, at which to draw the Weapon debug data.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
32
< / td >
< td class = "description last" > < p > The coordinate, in screen space, at which to draw the Weapon debug data.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > debugBodies< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Optionally draw the physics body of every bullet in-flight.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1086" > line 1086< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Destroys this Weapon. It removes itself from the PluginManager, destroys< br > the bullets Group, and nulls internal references.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-579" > line 579< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
2016-08-26 00:18:47 +00:00
id="fire">< span class = "type-signature" > < / span > fire< span class = "signature" > (< span class = "optional" > from< / span > , < span class = "optional" > x< / span > , < span class = "optional" > y< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > }< / span > < / h4 >
2016-06-17 00:11:24 +00:00
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,< br > then this method returns < code > false< / code > . It will also return false if not enough time has expired since the last time< br > the Weapon was fired, as defined in the < code > Weapon.fireRate< / code > property.< / p >
2016-06-17 00:11:24 +00:00
< p > Otherwise the first available bullet is selected and launched.< / p >
< p > The arguments are all optional, but allow you to control both where the bullet is launched from, and aimed at.< / p >
2016-08-26 00:18:47 +00:00
< p > If you don't provide any of the arguments then it uses those set via properties such as < code > Weapon.trackedSprite< / code > ,< br > < code > Weapon.bulletAngle< / code > and so on.< / p >
< p > When the bullet is launched it has its texture and frame updated, as required. The velocity of the bullet is< br > calculated based on Weapon properties like < code > bulletSpeed< / code > .< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > from< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
|
< span class = "param-type" > Object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Optionally fires the bullet < strong > from< / strong > the < code > x< / code > and < code > y< / code > properties of this object. If set this overrides < code > Weapon.trackedSprite< / code > or < code > trackedPointer< / code > . Pass < code > null< / code > to ignore it.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The x coordinate, in world space, to fire the bullet < strong > towards< / strong > . If left as < code > undefined< / code > the bullet direction is based on its angle.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The y coordinate, in world space, to fire the bullet < strong > towards< / strong > . If left as < code > undefined< / code > the bullet direction is based on its angle.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
2016-08-26 00:18:47 +00:00
< span class = "param-type" > < a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > < / span >
2016-06-17 00:11:24 +00:00
-
< / div >
< div class = "returns-desc param-desc" >
2016-08-26 00:18:47 +00:00
< p > The fired bullet if successful, null otherwise.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-691" > line 691< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
2016-08-26 00:18:47 +00:00
id="fireAtPointer">< span class = "type-signature" > < / span > fireAtPointer< span class = "signature" > (< span class = "optional" > pointer< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > }< / span > < / h4 >
2016-06-17 00:11:24 +00:00
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Fires a bullet < strong > at< / strong > the given Pointer. The bullet will be launched from the < code > Weapon.fireFrom< / code > position,< br > or from a Tracked Sprite or Pointer, if you have one set.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The Pointer to fire the bullet towards.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
2016-08-26 00:18:47 +00:00
< span class = "param-type" > < a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > < / span >
2016-06-17 00:11:24 +00:00
-
< / div >
< div class = "returns-desc param-desc" >
2016-08-26 00:18:47 +00:00
< p > The fired bullet if successful, null otherwise.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-928" > line 928< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
2016-08-26 00:18:47 +00:00
id="fireAtSprite">< span class = "type-signature" > < / span > fireAtSprite< span class = "signature" > (< span class = "optional" > sprite< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > }< / span > < / h4 >
2016-06-17 00:11:24 +00:00
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Fires a bullet < strong > at< / strong > the given Sprite. The bullet will be launched from the < code > Weapon.fireFrom< / code > position,< br > or from a Tracked Sprite or Pointer, if you have one set.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The Sprite to fire the bullet towards.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
2016-08-26 00:18:47 +00:00
< span class = "param-type" > < a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > < / span >
2016-06-17 00:11:24 +00:00
-
< / div >
< div class = "returns-desc param-desc" >
2016-08-26 00:18:47 +00:00
< p > The fired bullet if successful, null otherwise.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-944" > line 944< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
2016-08-26 00:18:47 +00:00
id="fireAtXY">< span class = "type-signature" > < / span > fireAtXY< span class = "signature" > (< span class = "optional" > x< / span > , < span class = "optional" > y< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > }< / span > < / h4 >
2016-06-17 00:11:24 +00:00
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Fires a bullet < strong > at< / strong > the given coordinates. The bullet will be launched from the < code > Weapon.fireFrom< / code > position,< br > or from a Tracked Sprite or Pointer, if you have one set.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The x coordinate, in world space, to fire the bullet towards.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The y coordinate, in world space, to fire the bullet towards.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
2016-08-26 00:18:47 +00:00
< span class = "param-type" > < a href = "Phaser.Bullet.html" > Phaser.Bullet< / a > < / span >
2016-06-17 00:11:24 +00:00
-
< / div >
< div class = "returns-desc param-desc" >
2016-08-26 00:18:47 +00:00
< p > The fired bullet if successful, null otherwise.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-958" > line 958< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="forEach">< span class = "type-signature" > < / span > forEach< span class = "signature" > (callback, callbackContext, < span class = "optional" > args< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Call a function on each in-flight bullet in this Weapon.< / p >
< p > See < a href = "Phaser.Group.html#forEachExists" > forEachExists< / a > for more details.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The function that will be called for each applicable child. The child will be passed as the first argument.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The context in which the function should be called (usually 'this').< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > args< / code > < / td >
< td class = "type" >
< span class = "param-type" > any< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< repeatable>< br >
< / td >
< td class = "default" >
(none)
< / td >
< td class = "description last" > < p > Additional arguments to pass to the callback function, after the child item.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-490" > line 490< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="killAll">< span class = "type-signature" > < / span > killAll< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Calls < code > Bullet.kill< / code > on every in-flight bullet in this Weapon.< br > Also re-enables their physics bodies, should they have been disabled via < code > pauseAll< / code > .< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-541" > line 541< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pauseAll">< span class = "type-signature" > < / span > pauseAll< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Sets < code > Body.enable< / code > to < code > false< / code > on each bullet in this Weapon.< br > This has the effect of stopping them in-flight should they be moving.< br > It also stops them being able to be checked for collision.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-509" > line 509< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="resetShots">< span class = "type-signature" > < / span > resetShots< span class = "signature" > (< span class = "optional" > newLimit< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Resets the < code > Weapon.shots< / code > counter back to zero. This is used when you've set< br > < code > Weapon.fireLimit< / code > , and have hit (or just wish to reset) your limit.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > newLimit< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Optionally set a new < code > Weapon.fireLimit< / code > .< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-558" > line 558< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="resumeAll">< span class = "type-signature" > < / span > resumeAll< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Sets < code > Body.enable< / code > to < code > true< / code > on each bullet in this Weapon.< br > This has the effect of resuming their motion should they be in-flight.< br > It also enables them for collision checks again.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-525" > line 525< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="setBulletBodyOffset">< span class = "type-signature" > < / span > setBulletBodyOffset< span class = "signature" > (width, height, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > You can modify the size of the physics Body the Bullets use to be any dimension you need.< br > This allows you to make it smaller, or larger, than the parent Sprite.< br > You can also control the x and y offset of the Body. This is the position of the< br > Body relative to the top-left of the Sprite < em > texture< / em > .< / p >
< p > For example: If you have a Sprite with a texture that is 80x100 in size,< br > and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:< / p >
2016-06-17 00:11:24 +00:00
< p > < code > setSize(32, 32, 24, 34)< / code > < / p >
2016-08-26 00:18:47 +00:00
< p > Where the first two parameters is the new Body size (32x32 pixels).< br > 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34< br > is the vertical offset.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The width of the Body.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The height of the Body.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The X offset of the Body from the top-left of the Sprites texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > The Y offset of the Body from the top-left of the Sprites texture.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Weapon Plugin.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-973" > line 973< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="setBulletFrames">< span class = "type-signature" > < / span > setBulletFrames< span class = "signature" > (min, max, < span class = "optional" > cycle< / span > , < span class = "optional" > random< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the texture frames that the bullets can use when being launched.< / p >
< p > This is intended for use when you've got numeric based frames, such as those loaded via a Sprite Sheet.< / p >
2016-08-26 00:18:47 +00:00
< p > It works by calling < code > Phaser.ArrayUtils.numberArray< / code > internally, using the min and max values< br > provided. Then it sets the frame index to be zero.< / p >
< p > You can optionally set the cycle and random booleans, to allow bullets to cycle through the frames< br > when they're fired, or pick one at random.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > min< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The minimum value the frame can be. Usually zero.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > max< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The maximum value the frame can be.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > cycle< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Should the bullet frames cycle as they are fired?< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > random< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should the bullet frames be picked at random as they are fired?< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The Weapon Plugin.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-1014" > line 1014< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="trackPointer">< span class = "type-signature" > < / span > trackPointer< span class = "signature" > (< span class = "optional" > pointer< / span > , < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Sets this Weapon to track the given Pointer.< br > When a Weapon tracks a Pointer it will automatically update its < code > fireFrom< / code > value to match the Pointers< br > position within the Game World, adjusting the coordinates based on the offset arguments.< / p >
2016-06-17 00:11:24 +00:00
< p > This allows you to lock a Weapon to a Pointer, so that bullets are always launched from its location.< / p >
2016-08-26 00:18:47 +00:00
< p > Calling < code > trackPointer< / code > will reset < code > Weapon.trackedSprite< / code > to null, should it have been set, as you can< br > only track < em > either< / em > a Pointer, or a Sprite, at once, but not both.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > pointer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Pointer.html" > Phaser.Pointer< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Pointer to track the position of. Defaults to < code > Input.activePointer< / code > if not specified.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The horizontal offset from the Pointers position to be applied to the Weapon.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The vertical offset from the Pointers position to be applied to the Weapon.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-659" > line 659< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="trackSprite">< span class = "type-signature" > < / span > trackSprite< span class = "signature" > (sprite, < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > , < span class = "optional" > trackRotation< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-08-26 00:18:47 +00:00
< p > Sets this Weapon to track the given Sprite, or any Object with a public < code > world< / code > Point object.< br > When a Weapon tracks a Sprite it will automatically update its < code > fireFrom< / code > value to match the Sprites< br > position within the Game World, adjusting the coordinates based on the offset arguments.< / p >
2016-06-17 00:11:24 +00:00
< p > This allows you to lock a Weapon to a Sprite, so that bullets are always launched from its location.< / p >
2016-08-26 00:18:47 +00:00
< p > Calling < code > trackSprite< / code > will reset < code > Weapon.trackedPointer< / code > to null, should it have been set, as you can< br > only track < em > either< / em > a Sprite, or a Pointer, at once, but not both.< / p >
2016-06-17 00:11:24 +00:00
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sprite< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > Object< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Sprite to track the position of.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The horizontal offset from the Sprites position to be applied to the Weapon.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The vertical offset from the Sprites position to be applied to the Weapon.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > trackRotation< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should the Weapon also track the Sprites rotation?< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Weapon.html" > Phaser.Weapon< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Weapon instance.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-626" > line 626< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal update method, called by the PluginManager.< / p >
< / div >
< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
< dt class = "tag-source" > Source -
2016-08-26 00:18:47 +00:00
< a href = "src_plugins_weapon_WeaponPlugin.js.html" > plugins/weapon/WeaponPlugin.js< / a > , < a href = "src_plugins_weapon_WeaponPlugin.js.html#sunlight-1-line-598" > line 598< / a >
2016-06-17 00:11:24 +00:00
< / dt >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2016 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
2016-08-26 00:18:47 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.0< / a >
on Fri Aug 26 2016 01:16:19 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2016-06-17 00:11:24 +00:00
< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >