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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

cropRect : Phaser.Rectangle The Rectangle used

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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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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