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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

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

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30
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

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

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

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

2025-01-10 15:47:30