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

input : Phaser.InputHandler | null The

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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PluginManager#plugins
  • References/Game Development/Phaser/Plugins/PluginManager

plugins : Array.<Phaser.Plugin> An array of

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Event#timeStamp
  • References/Game Development/Phaser/Plugins/Event

[readonly] timeStamp : number The timestamp when the event occurred.

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

removeAll() Remove all Plugins from the PluginManager. It calls Plugin.destroy on every plugin before removing it from the manager.

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

scaleMax : Phaser.Point The maximum scale this Game

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

2025-01-10 15:47:30