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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

addChildAt(child, index) → {DisplayObject}

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

shader : PIXI.AbstractFilter The

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

animations : Phaser.AnimationManager

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