## Phaser. Weapon

#### new Weapon(game, parent)

  The Weapon Plugin provides the ability to easily create a bullet pool and manager.

  Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.
  The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics.

  The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you
  can usually do with a Group, such as move it around the display list, iterate it, etc can be done
  to the bullets Group too.

  Bullets can have textures and even animations. You can control the speed at which they are fired,
  the firing rate, the firing angle, and even set things like gravity for them.

  A small example, assumed to be running from within a Phaser.State create method.

  `var weapon = this.add.weapon(10, 'bullet');`
  `weapon.fireFrom.set(300, 300);`
  `this.input.onDown.add(weapon.fire, this);`

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `game` | Phaser.Game | A reference to the current Phaser.Game instance.
  `parent` | Phaser.PluginManager | The Phaser Plugin Manager which looks after this plugin.

  Source - plugins/weapon/WeaponPlugin.js, line 31

### Members

#### <static, constant> KILL_CAMERA_BOUNDS :integer

  A `bulletKillType` constant that automatically kills the bullets when they leave the `Camera.bounds` rectangle.

  Source - plugins/weapon/WeaponPlugin.js, line 417

#### <static, constant> KILL_DISTANCE :integer

  A `bulletKillType` constant that automatically kills the bullets after they
  exceed the `bulletDistance` from their original firing position.

  Source - plugins/weapon/WeaponPlugin.js, line 403

#### <static, constant> KILL_LIFESPAN :integer

  A `bulletKillType` constant that automatically kills the bullets when their `bulletLifespan` expires.

  Source - plugins/weapon/WeaponPlugin.js, line 395

#### <static, constant> KILL_NEVER :integer

  A `bulletKillType` constant that stops the bullets from ever being destroyed automatically.

  Source - plugins/weapon/WeaponPlugin.js, line 388

#### <static, constant> KILL_STATIC_BOUNDS :integer

  A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.

  Source - plugins/weapon/WeaponPlugin.js, line 431

#### <static, constant> KILL_WEAPON_BOUNDS :integer

  A `bulletKillType` constant that automatically kills the bullets when they leave the `Weapon.bounds` rectangle.

  Source - plugins/weapon/WeaponPlugin.js, line 410

#### <static, constant> KILL_WORLD_BOUNDS :integer

  A `bulletKillType` constant that automatically kills the bullets when they leave the `World.bounds` rectangle.

  Source - plugins/weapon/WeaponPlugin.js, line 424

#### autoExpandBulletsGroup :boolean

  Should the bullet pool run out of bullets (i.e. they are all in flight) then this
  boolean controls if the Group will create a brand new bullet object or not.

  Source - plugins/weapon/WeaponPlugin.js, line 46

#### autofire :boolean

  Will this weapon auto fire? If set to true then a new bullet will be fired
  based on the `fireRate` value.

  Source - plugins/weapon/WeaponPlugin.js, line 53

#### bounds :Phaser.Rectangle

  This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.
  It's used in combination with `Weapon.bulletKillType` when that is set to either `Phaser.Weapon.KILL_WEAPON_BOUNDS`
  or `Phaser.Weapon.KILL_STATIC_BOUNDS`. If you are not using either of these kill types then the bounds are ignored.
  If you are tracking a Sprite or Point then the bounds are centered on that object every frame.

  Source - plugins/weapon/WeaponPlugin.js, line 266

#### bulletAngleOffset :number

  An optional angle offset applied to the Bullets when they are launched.
  This is useful if for example your bullet sprites have been drawn facing up, instead of
  to the right, and you want to fire them at an angle. In which case you can set the
  angle offset to be 90 and they'll be properly rotated when fired.

  Source - plugins/weapon/WeaponPlugin.js, line 153

#### bulletAngleVariance :number

  This is a variance added to the angle of Bullets when they are fired.
  If you fire from an angle of 90 and have a `bulletAngleVariance` of 20 then the actual
  angle of the Bullets will be between 70 and 110 degrees. This is a quick way to add a
  great 'spread' effect to a Weapon.

  Source - plugins/weapon/WeaponPlugin.js, line 162

#### bulletAnimation :string

  The string based name of the animation that the Bullet will be given on launch.
  This is set via `Weapon.addBulletAnimation`.

  Source - plugins/weapon/WeaponPlugin.js, line 112

#### bulletClass :Object

  The Class of the bullets that are launched by this Weapon. Defaults `Phaser.Bullet`, but can be
  overridden before calling `createBullets` and set to your own class type.

  Source - plugins/weapon/WeaponPlugin.js, line 1111

#### bulletCollideWorldBounds :boolean

  Should bullets collide with the World bounds or not?

  Source - plugins/weapon/WeaponPlugin.js, line 1199

#### bulletFrame :string|integer

  The Texture Frame that the Bullets use when rendering.
  Changing this has no effect on bullets in-flight, only on newly spawned bullets.

  ##### Type:

  - string | integer
  Source - plugins/weapon/WeaponPlugin.js, line 221

#### bulletFrameCycle :boolean

  If you've added a set of frames via `Weapon.setBulletFrames` then you can optionally
  chose for each Bullet fired to use the next frame in the set. The frame index is then
  advanced one frame until it reaches the end of the set, then it starts from the start
  again. Cycling frames like this allows you to create varied bullet effects via
  sprite sheets.

  Source - plugins/weapon/WeaponPlugin.js, line 129

#### bulletFrameRandom :boolean

  If you've added a set of frames via `Weapon.setBulletFrames` then you can optionally
  chose for each Bullet fired to pick a random frame from the set.

  Source - plugins/weapon/WeaponPlugin.js, line 119

#### <internal> bulletFrames :Array

  This array stores the frames added via `Weapon.setBulletFrames`.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - plugins/weapon/WeaponPlugin.js, line 282

#### bulletGravity :Phaser.Point

  This is the amount of gravity added to the Bullets physics body when fired.
  Gravity is expressed in pixels / second / second.

  Source - plugins/weapon/WeaponPlugin.js, line 199

#### bulletInheritSpriteSpeed :boolean

  When a Bullet is fired it can optionally inherit the velocity of the `trackedSprite` if set.

  Source - plugins/weapon/WeaponPlugin.js, line 105

#### bulletKey :string

  The Texture Key that the Bullets use when rendering.
  Changing this has no effect on bullets in-flight, only on newly spawned bullets.

  Source - plugins/weapon/WeaponPlugin.js, line 214

#### bulletKillDistance :number

  If you've set `bulletKillType` to `Phaser.Weapon.KILL_DISTANCE` this controls the distance
  the Bullet can travel before it is automatically killed. The distance is given in pixels.

  Source - plugins/weapon/WeaponPlugin.js, line 192

#### bulletKillType :integer

  This controls how the bullets will be killed. The default is `Phaser.Weapon.KILL_WORLD_BOUNDS`.

  There are 7 different "kill types" available:

  - `Phaser.Weapon.KILL_NEVER`
    The bullets are never destroyed by the Weapon. It's up to you to destroy them via your own code.

  - `Phaser.Weapon.KILL_LIFESPAN`
    The bullets are automatically killed when their `bulletLifespan` amount expires.

  - `Phaser.Weapon.KILL_DISTANCE`
    The bullets are automatically killed when they exceed `bulletDistance` pixels away from their original launch position.

  - `Phaser.Weapon.KILL_WEAPON_BOUNDS`
    The bullets are automatically killed when they no longer intersect with the `Weapon.bounds` rectangle.

  - `Phaser.Weapon.KILL_CAMERA_BOUNDS`
    The bullets are automatically killed when they no longer intersect with the `Camera.bounds` rectangle.

  - `Phaser.Weapon.KILL_WORLD_BOUNDS`
    The bullets are automatically killed when they no longer intersect with the `World.bounds` rectangle.

  - `Phaser.Weapon.KILL_STATIC_BOUNDS`
    The bullets are automatically killed when they no longer intersect with the `Weapon.bounds` rectangle.
    The difference between static bounds and weapon bounds, is that a static bounds will never be adjusted to
    match the position of a tracked sprite or pointer.

  Source - plugins/weapon/WeaponPlugin.js, line 1136

#### bulletLifespan :number

  If you've set `bulletKillType` to `Phaser.Weapon.KILL_LIFESPAN` this controls the amount
  of lifespan the Bullets have set on launch. The value is given in milliseconds.
  When a Bullet hits its lifespan limit it will be automatically killed.

  Source - plugins/weapon/WeaponPlugin.js, line 185

#### bulletRotateToVelocity :boolean

  Bullets can optionally adjust their rotation in-flight to match their velocity.
  This can create the effect of a bullet 'pointing' to the path it is following, for example
  an arrow being fired from a bow, and works especially well when added to `bulletGravity`.

  Source - plugins/weapon/WeaponPlugin.js, line 207

#### bullets :Phaser.Group

  This is the Phaser.Group that contains all of the bullets managed by this plugin.

  Source - plugins/weapon/WeaponPlugin.js, line 39

#### bulletSpeed :number

  The speed at which the bullets are fired. This value is given in pixels per second, and
  is used to set the starting velocity of the bullets.

  Source - plugins/weapon/WeaponPlugin.js, line 169

#### bulletSpeedVariance :number

  This is a variance added to the speed of Bullets when they are fired.
  If bullets have a `bulletSpeed` value of 200, and a `bulletSpeedVariance` of 50
  then the actual speed of the Bullets will be between 150 and 250 pixels per second.

  Source - plugins/weapon/WeaponPlugin.js, line 177

#### bulletWorldWrap :boolean

  Should the Bullets wrap around the world bounds? This automatically calls
  `World.wrap` on the Bullet each frame. See the docs for that method for details.

  Source - plugins/weapon/WeaponPlugin.js, line 136

#### bulletWorldWrapPadding :integer

  If `bulletWorldWrap` is true then you can provide an optional padding value with this
  property. It's added to the calculations determining when the Bullet should wrap around
  the world or not. The value is given in pixels.

  Source - plugins/weapon/WeaponPlugin.js, line 144

#### fireAngle :integer

  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.

  Source - plugins/weapon/WeaponPlugin.js, line 99

#### fireFrom :Phaser.Rectangle

  This is a Rectangle from within which the bullets are fired. By default it's a 1x1
  rectangle, the equivalent of a Point. But you can change the width and height, and if
  larger than 1x1 it'll pick a random point within the rectangle to launch the bullet from.

  Source - plugins/weapon/WeaponPlugin.js, line 92

#### fireLimit :number

  The maximum number of shots that this Weapon is allowed to fire before it stops.
  When the limit is his the `Weapon.onFireLimit` Signal is dispatched.
  You can reset the shot counter via `Weapon.resetShots`.

  Source - plugins/weapon/WeaponPlugin.js, line 69

#### fireRate :number

  The rate at which this Weapon can fire. The value is given in milliseconds.

  Source - plugins/weapon/WeaponPlugin.js, line 75

#### fireRateVariance :number

  This is a modifier that is added to the `fireRate` each update to add variety
  to the firing rate of the Weapon. The value is given in milliseconds.
  If you've a `fireRate` of 200 and a `fireRateVariance` of 50 then the actual
  firing rate of the Weapon will be between 150 and 250.

  Source - plugins/weapon/WeaponPlugin.js, line 84

#### onFire :Phaser.Signal

  The onFire Signal is dispatched each time `Weapon.fire` is called, and a Bullet is
  successfully launched. The callback is set two arguments: a reference to the bullet sprite itself,
  and a reference to the Weapon that fired the bullet.

  Source - plugins/weapon/WeaponPlugin.js, line 306

#### onFireLimit :Phaser.Signal

  The onFireLimit Signal is dispatched if `Weapon.fireLimit` is > 0, and a bullet launch takes the number
  of shots fired to equal the fire limit.
  The callback is sent two arguments: A reference to the Weapon that hit the limit, and the value of
  `Weapon.fireLimit`.

  Source - plugins/weapon/WeaponPlugin.js, line 325

#### onKill :Phaser.Signal

  The onKill Signal is dispatched each time a Bullet that is in-flight is killed. This can be the result
  of leaving the Weapon bounds, an expiring lifespan, or exceeding a specified distance.
  The callback is sent one argument: A reference to the bullet sprite itself.

  Source - plugins/weapon/WeaponPlugin.js, line 315

#### shots :number

  The total number of bullets this Weapon has fired so far.
  You can limit the number of shots allowed (via `fireLimit`), and reset
  this total via `Weapon.resetShots`.

  Source - plugins/weapon/WeaponPlugin.js, line 61

#### trackedPointer :Phaser.Pointer

  The Pointer currently being tracked by the Weapon, if any.
  This is set via the `Weapon.trackPointer` method.

  Source - plugins/weapon/WeaponPlugin.js, line 341

#### trackedSprite :Phaser.Sprite|Object

  The Sprite currently being tracked by the Weapon, if any.
  This is set via the `Weapon.trackSprite` method.

  ##### Type:

  - Phaser.Sprite | Object
  Source - plugins/weapon/WeaponPlugin.js, line 333

#### trackOffset :Phaser.Point

  The Track Offset is a Point object that allows you to specify a pixel offset that bullets use
  when launching from a tracked Sprite or Pointer. For example if you've got a bullet that is 2x2 pixels
  in size, but you're tracking a Sprite that is 32x32, then you can set `trackOffset.x = 16` to have
  the bullet launched from the center of the Sprite.

  Source - plugins/weapon/WeaponPlugin.js, line 360

#### trackRotation :boolean

  If the Weapon is tracking a Sprite, should it also track the Sprites rotation?
  This is useful for a game such as Asteroids, where you want the weapon to fire based
  on the sprites rotation.

  Source - plugins/weapon/WeaponPlugin.js, line 350

#### x :number

  The x coordinate from which bullets are fired. This is the same as `Weapon.fireFrom.x`, and
  can be overridden by the `Weapon.fire` arguments.

  Source - plugins/weapon/WeaponPlugin.js, line 1224

#### y :number

  The y coordinate from which bullets are fired. This is the same as `Weapon.fireFrom.y`, and
  can be overridden by the `Weapon.fire` arguments.

  Source - plugins/weapon/WeaponPlugin.js, line 1246

### Methods

#### addBulletAnimation(name, frames, frameRate, loop, useNumericIndex) → {Phaser.Weapon}

  Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
  The arguments are all the same as for `Animation.add`, and work in the same way.

  `Weapon.bulletAnimation` will be set to this animation after it's created. From that point on, all
  bullets fired will play using this animation. You can swap between animations by calling this method
  several times, and then just changing the `Weapon.bulletAnimation` property to the name of the animation
  you wish to play for the next launched bullet.

  If you wish to stop using animations at all, set `Weapon.bulletAnimation` to '' (an empty string).

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `name` | string |  |  | The unique (within the Weapon instance) name for the animation, i.e. "fire", "blast".
  `frames` | Array | <optional> | null | 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.
  `frameRate` | number | <optional> | 60 | The speed at which the animation should play. The speed is given in frames per second.
  `loop` | boolean | <optional> | false | Whether or not the animation is looped or just plays once.
  `useNumericIndex` | boolean | <optional> | true | Are the given frames using numeric indexes (default) or strings?

  ##### Returns:

  Phaser.Weapon -

  The Weapon Plugin.

  Source - plugins/weapon/WeaponPlugin.js, line 1048

#### createBullets(quantity, key, frame, group) → {Phaser.Weapon}

  This method performs two actions: First it will check to see if the `Weapon.bullets` Group exists or not,
  and if not it creates it, adding it the `group` given as the 4th argument.

  Then it will seed the bullet pool with the `quantity` number of Bullets, using the texture key and frame
  provided (if any).

  If for example you set the quantity to be 10, then this Weapon will only ever be able to have 10 bullets
  in-flight simultaneously. If you try to fire an 11th bullet then nothing will happen until one, or more, of
  the in-flight bullets have been killed, freeing them up for use by the Weapon again.

  If you do not wish to have a limit set, then pass in -1 as the quantity. In this instance the Weapon will
  keep increasing the size of the bullet pool as needed. It will never reduce the size of the pool however,
  so be careful it doesn't grow too large.

  You can either set the texture key and frame here, or via the `Weapon.bulletKey` and `Weapon.bulletFrame`
  properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a
  single Weapon instance must share the same texture key however.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `quantity` | integer | <optional> | 1 | The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand.
  `key` | string | <optional> |  | The Game.cache key of the image that this Sprite will use.
  `frame` | integer | string | <optional> |  | If the Sprite image contains multiple frames you can specify which one to use here.
  `group` | Phaser.Group | <optional> |  | Optional Group to add the object to. If not specified it will be added to the World group.

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 433

#### debug(x, y, debugBodies)

  Uses `Game.Debug` to draw some useful information about this Weapon, including the number of bullets
  both in-flight, and available. And optionally the physics debug bodies of the bullets.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `x` | integer | <optional> | 16 | The coordinate, in screen space, at which to draw the Weapon debug data.
  `y` | integer | <optional> | 32 | The coordinate, in screen space, at which to draw the Weapon debug data.
  `debugBodies` | boolean | <optional> | false | Optionally draw the physics body of every bullet in-flight.

  Source - plugins/weapon/WeaponPlugin.js, line 1086

#### destroy()

  Destroys this Weapon. It removes itself from the PluginManager, destroys
  the bullets Group, and nulls internal references.

  Source - plugins/weapon/WeaponPlugin.js, line 579

#### fire(from, x, y) → {Phaser.Bullet}

  Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,
  then this method returns `false`. It will also return false if not enough time has expired since the last time
  the Weapon was fired, as defined in the `Weapon.fireRate` property.

  Otherwise the first available bullet is selected and launched.

  The arguments are all optional, but allow you to control both where the bullet is launched from, and aimed at.

  If you don't provide any of the arguments then it uses those set via properties such as `Weapon.trackedSprite`,
  `Weapon.bulletAngle` and so on.

  When the bullet is launched it has its texture and frame updated, as required. The velocity of the bullet is
  calculated based on Weapon properties like `bulletSpeed`.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `from` | Phaser.Sprite | Phaser.Point | Object | <optional> | Optionally fires the bullet from the `x` and `y` properties of this object. If set this overrides `Weapon.trackedSprite` or `trackedPointer`. Pass `null` to ignore it.
  `x` | number | <optional> | The x coordinate, in world space, to fire the bullet towards. If left as `undefined` the bullet direction is based on its angle.
  `y` | number | <optional> | The y coordinate, in world space, to fire the bullet towards. If left as `undefined` the bullet direction is based on its angle.

  ##### Returns:

  Phaser.Bullet -

  The fired bullet if successful, null otherwise.

  Source - plugins/weapon/WeaponPlugin.js, line 691

#### fireAtPointer(pointer) → {Phaser.Bullet}

  Fires a bullet at the given Pointer. The bullet will be launched from the `Weapon.fireFrom` position,
  or from a Tracked Sprite or Pointer, if you have one set.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `pointer` | Phaser.Pointer | <optional> | The Pointer to fire the bullet towards.

  ##### Returns:

  Phaser.Bullet -

  The fired bullet if successful, null otherwise.

  Source - plugins/weapon/WeaponPlugin.js, line 928

#### fireAtSprite(sprite) → {Phaser.Bullet}

  Fires a bullet at the given Sprite. The bullet will be launched from the `Weapon.fireFrom` position,
  or from a Tracked Sprite or Pointer, if you have one set.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `sprite` | Phaser.Sprite | <optional> | The Sprite to fire the bullet towards.

  ##### Returns:

  Phaser.Bullet -

  The fired bullet if successful, null otherwise.

  Source - plugins/weapon/WeaponPlugin.js, line 944

#### fireAtXY(x, y) → {Phaser.Bullet}

  Fires a bullet at the given coordinates. The bullet will be launched from the `Weapon.fireFrom` position,
  or from a Tracked Sprite or Pointer, if you have one set.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `x` | number | <optional> | The x coordinate, in world space, to fire the bullet towards.
  `y` | number | <optional> | The y coordinate, in world space, to fire the bullet towards.

  ##### Returns:

  Phaser.Bullet -

  The fired bullet if successful, null otherwise.

  Source - plugins/weapon/WeaponPlugin.js, line 958

#### forEach(callback, callbackContext, args) → {Phaser.Weapon}

  Call a function on each in-flight bullet in this Weapon.

  See forEachExists for more details.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `callback` | function |  |  | The function that will be called for each applicable child. The child will be passed as the first argument.
  `callbackContext` | object |  |  | The context in which the function should be called (usually 'this').
  `args` | any | <optional> <repeatable> | (none) | Additional arguments to pass to the callback function, after the child item.

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 490

#### killAll() → {Phaser.Weapon}

  Calls `Bullet.kill` on every in-flight bullet in this Weapon.
  Also re-enables their physics bodies, should they have been disabled via `pauseAll`.

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 541

#### pauseAll() → {Phaser.Weapon}

  Sets `Body.enable` to `false` on each bullet in this Weapon.
  This has the effect of stopping them in-flight should they be moving.
  It also stops them being able to be checked for collision.

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 509

#### resetShots(newLimit) → {Phaser.Weapon}

  Resets the `Weapon.shots` counter back to zero. This is used when you've set
  `Weapon.fireLimit`, and have hit (or just wish to reset) your limit.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `newLimit` | integer | <optional> | Optionally set a new `Weapon.fireLimit`.

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 558

#### resumeAll() → {Phaser.Weapon}

  Sets `Body.enable` to `true` on each bullet in this Weapon.
  This has the effect of resuming their motion should they be in-flight.
  It also enables them for collision checks again.

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 525

#### setBulletBodyOffset(width, height, offsetX, offsetY) → {Phaser.Weapon}

  You can modify the size of the physics Body the Bullets use to be any dimension you need.
  This allows you to make it smaller, or larger, than the parent Sprite.
  You can also control the x and y offset of the Body. This is the position of the
  Body relative to the top-left of the Sprite texture.

  For example: If you have a Sprite with a texture that is 80x100 in size,
  and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:

  `setSize(32, 32, 24, 34)`

  Where the first two parameters is the new Body size (32x32 pixels).
  24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
  is the vertical offset.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `width` | number |  | The width of the Body.
  `height` | number |  | The height of the Body.
  `offsetX` | number | <optional> | The X offset of the Body from the top-left of the Sprites texture.
  `offsetY` | number | <optional> | The Y offset of the Body from the top-left of the Sprites texture.

  ##### Returns:

  Phaser.Weapon -

  The Weapon Plugin.

  Source - plugins/weapon/WeaponPlugin.js, line 973

#### setBulletFrames(min, max, cycle, random) → {Phaser.Weapon}

  Sets the texture frames that the bullets can use when being launched.

  This is intended for use when you've got numeric based frames, such as those loaded via a Sprite Sheet.

  It works by calling `Phaser.ArrayUtils.numberArray` internally, using the min and max values
  provided. Then it sets the frame index to be zero.

  You can optionally set the cycle and random booleans, to allow bullets to cycle through the frames
  when they're fired, or pick one at random.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `min` | integer |  |  | The minimum value the frame can be. Usually zero.
  `max` | integer |  |  | The maximum value the frame can be.
  `cycle` | boolean | <optional> | true | Should the bullet frames cycle as they are fired?
  `random` | boolean | <optional> | false | Should the bullet frames be picked at random as they are fired?

  ##### Returns:

  Phaser.Weapon -

  The Weapon Plugin.

  Source - plugins/weapon/WeaponPlugin.js, line 1014

#### trackPointer(pointer, offsetX, offsetY) → {Phaser.Weapon}

  Sets this Weapon to track the given Pointer.
  When a Weapon tracks a Pointer it will automatically update its `fireFrom` value to match the Pointers
  position within the Game World, adjusting the coordinates based on the offset arguments.

  This allows you to lock a Weapon to a Pointer, so that bullets are always launched from its location.

  Calling `trackPointer` will reset `Weapon.trackedSprite` to null, should it have been set, as you can
  only track either a Pointer, or a Sprite, at once, but not both.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `pointer` | Phaser.Pointer | <optional> |  | The Pointer to track the position of. Defaults to `Input.activePointer` if not specified.
  `offsetX` | integer | <optional> | 0 | The horizontal offset from the Pointers position to be applied to the Weapon.
  `offsetY` | integer | <optional> | 0 | The vertical offset from the Pointers position to be applied to the Weapon.

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 659

#### trackSprite(sprite, offsetX, offsetY, trackRotation) → {Phaser.Weapon}

  Sets this Weapon to track the given Sprite, or any Object with a public `world` Point object.
  When a Weapon tracks a Sprite it will automatically update its `fireFrom` value to match the Sprites
  position within the Game World, adjusting the coordinates based on the offset arguments.

  This allows you to lock a Weapon to a Sprite, so that bullets are always launched from its location.

  Calling `trackSprite` will reset `Weapon.trackedPointer` to null, should it have been set, as you can
  only track either a Sprite, or a Pointer, at once, but not both.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `sprite` | Phaser.Sprite | Object |  |  | The Sprite to track the position of.
  `offsetX` | integer | <optional> | 0 | The horizontal offset from the Sprites position to be applied to the Weapon.
  `offsetY` | integer | <optional> | 0 | The vertical offset from the Sprites position to be applied to the Weapon.
  `trackRotation` | boolean | <optional> | false | Should the Weapon also track the Sprites rotation?

  ##### Returns:

  Phaser.Weapon -

  This Weapon instance.

  Source - plugins/weapon/WeaponPlugin.js, line 626

#### <internal> update()

  Internal update method, called by the PluginManager.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - plugins/weapon/WeaponPlugin.js, line 598