Strip#ignoreChildInput
  • References/Game Development/Phaser/PIXI/PIXI.Strip

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
Button#tintedTexture
  • References/Game Development/Phaser/Display/Button

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

2025-01-10 15:47:30
Button#fresh
  • References/Game Development/Phaser/Display/Button

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
Button#scaleMax
  • References/Game Development/Phaser/Display/Button

scaleMax : Phaser.Point The maximum scale this Game

2025-01-10 15:47:30
Button#offsetX
  • References/Game Development/Phaser/Display/Button

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

2025-01-10 15:47:30
Signal#active
  • References/Game Development/Phaser/Signals/Signal

active : boolean Is the Signal active? Only active signals will broadcast dispatched events. Setting this property during

2025-01-10 15:47:30
Component.Core#data
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

2025-01-10 15:47:30
Color.fromRGBA()
  • References/Game Development/Phaser/Utils/Color

<static> fromRGBA(rgba, out) → {object}

2025-01-10 15:47:30
Component.Core#pendingDestroy
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

2025-01-10 15:47:30
World#z
  • References/Game Development/Phaser/Core/World

[readonly] z : integer The z-depth value of this object within its parent container/Group

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