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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

scaleMax : Phaser.Point The maximum scale this Game

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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