FlexLayer#sendToBack()
  • References/Game Development/Phaser/Game Scaling/FlexLayer

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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Rope#texture
  • References/Game Development/Phaser/Display/Rope

texture : PIXI.Texture The texture of the

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QuadTree#reset()
  • References/Game Development/Phaser/Math/QuadTree

reset(x, y, width, height, maxObjects, maxLevels, level)

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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Text#name
  • References/Game Development/Phaser/Text/Text

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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Particles.Arcade.Emitter#gravity
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

gravity : number Sets the body.gravity.y of each particle sprite to this value on launch.

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World#getFirstDead()
  • References/Game Development/Phaser/Core/World

getFirstDead(createIfNull, x, y, key,

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Strip#addChild()
  • References/Game Development/Phaser/PIXI/PIXI.Strip

addChild(child) → {DisplayObject}

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

drawEllipse(x, y, width, height) → {PIXI.Graphics}

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RenderTexture#baseTexture
  • References/Game Development/Phaser/PIXI/PIXI.RenderTexture

baseTexture : PIXI.BaseTexture The

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