Docs update.

This commit is contained in:
photonstorm 2016-06-03 15:20:11 +01:00
parent 0da7cf5ffd
commit d2269c362d

View file

@ -92,11 +92,11 @@ Phaser.Weapon = function (game, parent) {
this.fireFrom = new Phaser.Rectangle(0, 0, 1, 1);
/**
* The angle at which the bullets are fired. This can be a const such as Phaser.Weapon.BULLET_UP
* The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP
* or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.
* @type {integer}
*/
this.fireAngle = Phaser.Weapon.BULLET_UP;
this.fireAngle = Phaser.ANGLE_UP;
/**
* When a Bullet is fired it can optionally inherit the velocity of the `trackedSprite` if set.
@ -422,17 +422,8 @@ Phaser.Weapon.KILL_WORLD_BOUNDS = 5;
*/
Phaser.Weapon.KILL_STATIC_BOUNDS = 6;
Phaser.Weapon.BULLET_UP = 270;
Phaser.Weapon.BULLET_DOWN = 90;
Phaser.Weapon.BULLET_LEFT = 180;
Phaser.Weapon.BULLET_RIGHT = 0;
Phaser.Weapon.BULLET_NORTH_EAST = 315;
Phaser.Weapon.BULLET_NORTH_WEST = 225;
Phaser.Weapon.BULLET_SOUTH_EAST = 45;
Phaser.Weapon.BULLET_SOUTH_WEST = 135;
/**
*
* This
*
* @method Phaser.Group#createBullets
* @param {integer} [quantity=1] - The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand.