Physics.P2.BodyDebug#removeChildAt()
  • References/Game Development/Phaser/P2 Physics/Physics.P2.BodyDebug

removeChildAt(index) → {DisplayObject}

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Sprite#heal
  • References/Game Development/Phaser/Display/Sprite

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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Sprite#children
  • References/Game Development/Phaser/Display/Sprite

[readonly] children : Array.<Displa

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Text#alignTo()
  • References/Game Development/Phaser/Text/Text

alignTo(parent, position, offsetX, offsetY) → {Object}

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Graphics#setChildIndex()
  • References/Game Development/Phaser/PIXI/PIXI.Graphics

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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Image#autoCull
  • References/Game Development/Phaser/Display/Image

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

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FlexLayer#onChildInputDown
  • References/Game Development/Phaser/Game Scaling/FlexLayer

onChildInputDown : Phaser.Signal This Signal is dispatched

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MSPointer#onPointerMove()
  • References/Game Development/Phaser/Input/MSPointer

onPointerMove(event) The function that handles the PointerMove event. Parameters

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TilemapLayer#deltaY
  • References/Game Development/Phaser/Tilemaps/TilemapLayer

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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SpriteBatch:getImage
  • References/Game Development/LÖVE/love.graphics/SpriteBatch

SpriteBatch:getImage Available since LÖVE 0.8.0 This method is not supported in earlier versions. Removed in LÖVE

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