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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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Plugin#preUpdate()
  • References/Game Development/Phaser/Plugins/Plugin

preUpdate() Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics)

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

hasUpdate : boolean A flag to indicate if this plugin has an update method. Source

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

cropRect : Phaser.Rectangle The Rectangle used

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

body : Phaser.Physics.Arcade.Body |

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