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

destroy() Clear down this Plugin and null out references Source code:

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

render() Render is called right after the Game Renderer completes, but before the State.render.It is only called if visible is

2025-01-10 15:47:30
Bullet#inputEnabled
  • References/Game Development/Phaser/Plugins/Bullet

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

kill() Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.Also dispatches the Weapon.onKill signal

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

addChildAt(child, index) → {DisplayObject}

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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