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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

cropRect : Phaser.Rectangle The Rectangle used

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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

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

body : Phaser.Physics.Arcade.Body |

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

2025-01-10 15:47:30