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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

scaleMin : Phaser.Point The minimum scale this Game

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

getChildAt(index) → {DisplayObject}

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

texture : PIXI.Texture The texture that the

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

alignIn(container, position, offsetX, offsetY)

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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