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

animations : Phaser.AnimationManager

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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

2025-01-10 15:47:30
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

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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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#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

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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Plugin.PathManager#PathManager
  • References/Game Development/Phaser/Plugins/Plugin.PathManager

new PathManager(game, parent) PathManager controls a list of Paths and a list of PathFollowers.It is the central control for the

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

2025-01-10 15:47:30