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

[readonly] children : Array.<Displa

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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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

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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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

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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