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* animation, all input events, crop support, health/damage, loadTexture
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*
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* @class Phaser.Bullet
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* @classdesc Description of class.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {Description} x - Description.
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* @param {Description} y - Description.
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* @param {string} key - Description.
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* @param {Description} frame - Description.
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* @param {number} x - X position of the new bullet.
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* @param {number} y - Y position of the new bullet.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @param {number} y - Y position of the new sprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @returns {Description} Description.
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* @returns {Phaser.Sprite} the newly created sprite object.
* @param {number} y - Y position of the new sprite.
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* @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.
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* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @returns {Description} Description.
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* @returns {Phaser.Sprite} the newly created sprite object.
* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {Description} width - the width of the tilesprite.
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* @param {Description} height - the height of the tilesprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {Description} frame - Description.
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* @return {Description} Description.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
* @param {number} [x] X position of the new button object.
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* @param {number} [y] Y position of the new button object.
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* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
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* @param {function} [callback] The function to call when this button is pressed
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* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
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* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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* @return {Phaser.Button} The newly created button object.
* @param {Phaser.Game} game - Current game instance.
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* @param {object} x - Description.
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* @param {object} y - Description.
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* @param {number} width - Description.
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* @param {number} height - Description.
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* @param {string} key - Description.
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* @param {Description} frame - Description.
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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