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

removeChild(child) → {DisplayObject}

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

kill() Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.Also dispatches the Weapon.onKill signal

2025-01-10 15:47:30