phaser/v2/docs/Phaser.Weapon.html
2016-11-23 00:17:46 +00:00

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</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>
<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>
<p>A small example, assumed to be running from within a Phaser.State create method.</p>
<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>
</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">&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".KILL_DISTANCE"><span class="type-signature">&lt;static, constant> </span>KILL_DISTANCE<span class="type-signature"> :integer</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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-403">line 403</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".KILL_LIFESPAN"><span class="type-signature">&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".KILL_NEVER"><span class="type-signature">&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".KILL_STATIC_BOUNDS"><span class="type-signature">&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".KILL_WEAPON_BOUNDS"><span class="type-signature">&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".KILL_WORLD_BOUNDS"><span class="type-signature">&lt;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 -
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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-1111">line 1111</a>
</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 -
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">&lt;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">
<p>This is the amount of gravity added to the Bullets physics body when fired.<br>Gravity is expressed in pixels / second / second.</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-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">
<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>
</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">
<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>
</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 &quot;kill types&quot; available:</p>
<ul>
<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>
</li>
<li><p><code>Phaser.Weapon.KILL_LIFESPAN</code><br>The bullets are automatically killed when their <code>bulletLifespan</code> amount expires.</p>
</li>
<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>
</li>
<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>
</li>
<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>
</li>
<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>
</li>
<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>
</li>
</ul>
</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-1136">line 1136</a>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<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>
</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">
<p>The onFireLimit Signal is dispatched if <code>Weapon.fireLimit</code> is &gt; 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>
</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">
<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>
</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">
<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>
</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">
<p>The Pointer currently being tracked by the Weapon, if any.<br>This is set via the <code>Weapon.trackPointer</code> method.</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-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">
<p>The Sprite currently being tracked by the Weapon, if any.<br>This is set via the <code>Weapon.trackSprite</code> method.</p>
</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">
<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>
</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">
<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>
</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">
<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>
</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-1224">line 1224</a>
</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">
<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>
</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-1246">line 1246</a>
</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"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<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. &quot;fire&quot;, &quot;blast&quot;.</p></td>
</tr>
<tr>
<td class="name"><code>frames</code></td>
<td class="type">
<span class="param-type">Array</span>
</td>
<td class="attributes">
&lt;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">
&lt;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">
&lt;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">
&lt;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 -
<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>
</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"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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">
&lt;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">
&lt;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">
&lt;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">
&lt;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 -
<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>
</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">
<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>
</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">
&lt;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">
&lt;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">
&lt;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 -
<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>
</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">
<p>Destroys this Weapon. It removes itself from the PluginManager, destroys<br>the bullets Group, and nulls internal references.</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-579">line 579</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.Bullet.html">Phaser.Bullet</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<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>
<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>
</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">
&lt;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">
&lt;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">
&lt;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">
<span class="param-type"><a href="Phaser.Bullet.html">Phaser.Bullet</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The fired bullet if successful, null otherwise.</p>
</div>
</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-691">line 691</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fireAtPointer"><span class="type-signature"></span>fireAtPointer<span class="signature">(<span class="optional">pointer</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Bullet.html">Phaser.Bullet</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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">
&lt;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">
<span class="param-type"><a href="Phaser.Bullet.html">Phaser.Bullet</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The fired bullet if successful, null otherwise.</p>
</div>
</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-928">line 928</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fireAtSprite"><span class="type-signature"></span>fireAtSprite<span class="signature">(<span class="optional">sprite</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Bullet.html">Phaser.Bullet</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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">
&lt;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">
<span class="param-type"><a href="Phaser.Bullet.html">Phaser.Bullet</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The fired bullet if successful, null otherwise.</p>
</div>
</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-944">line 944</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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"> &rarr; {<a href="Phaser.Bullet.html">Phaser.Bullet</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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">
&lt;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">
&lt;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">
<span class="param-type"><a href="Phaser.Bullet.html">Phaser.Bullet</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The fired bullet if successful, null otherwise.</p>
</div>
</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-958">line 958</a>
</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"> &rarr; {<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">
&lt;optional><br>
&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="killAll"><span class="type-signature"></span>killAll<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pauseAll"><span class="type-signature"></span>pauseAll<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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 -
<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>
</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"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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">
&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resumeAll"><span class="type-signature"></span>resumeAll<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
</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 -
<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>
</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"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p><code>setSize(32, 32, 24, 34)</code></p>
<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>
</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">
&lt;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">
&lt;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 -
<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>
</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"> &rarr; {<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>
<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>
</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">
&lt;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">
&lt;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 -
<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>
</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"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p>This allows you to lock a Weapon to a Pointer, so that bullets are always launched from its location.</p>
<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>
</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">
&lt;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">
&lt;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">
&lt;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 -
<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>
</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"> &rarr; {<a href="Phaser.Weapon.html">Phaser.Weapon</a>}</span></h4>
</dt>
<dd>
<div class="description">
<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>
<p>This allows you to lock a Weapon to a Sprite, so that bullets are always launched from its location.</p>
<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>
</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">
&lt;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">
&lt;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">
&lt;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 -
<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>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="update"><span class="type-signature">&lt;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 -
<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>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
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