Plugin#visible
  • References/Game Development/Phaser/Plugins/Plugin

visible : boolean A Plugin with visible=true has its render and postRender methods called by the parent, otherwise they are skipped

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PluginManager#add()
  • References/Game Development/Phaser/Plugins/PluginManager

add(plugin, parameter) → {Phaser.Plugin}

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Bullet#top
  • References/Game Development/Phaser/Plugins/Bullet

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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Bullet#removeChildAt()
  • References/Game Development/Phaser/Plugins/Bullet

removeChildAt(index) → {DisplayObject}

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Bullet#frameName
  • References/Game Development/Phaser/Plugins/Bullet

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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Bullet#x
  • References/Game Development/Phaser/Plugins/Bullet

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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Bullet#transformCallbackContext
  • References/Game Development/Phaser/Plugins/Bullet

transformCallbackContext : Object The context under which transformCallback is called.

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PluginManager#postUpdate()
  • References/Game Development/Phaser/Plugins/PluginManager

postUpdate() PostUpdate is the last thing to be called before the world render.In particular, it is called after the world postUpdate

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Bullet#Bullet
  • References/Game Development/Phaser/Plugins/Bullet

new Bullet(game, x, y, key, frame) Create a new Bullet object. Bullets are used by the Phaser.Weapon class

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Bullet#physicsType
  • References/Game Development/Phaser/Plugins/Bullet

[readonly] physicsType : number The const physics body type of this object.

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