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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

key : string | Phaser.RenderTexture |

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

scaleMin : Phaser.Point The minimum scale this Game

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