SpriteBatch#getBounds()
  • References/Game Development/Phaser/Display/SpriteBatch

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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Button#cropRect
  • References/Game Development/Phaser/Display/Button

cropRect : Phaser.Rectangle The Rectangle used

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

game : Phaser.Game A reference to the currently running Game

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

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

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

getRandom(startIndex, length) → {any} Returns

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Component.Animation#Animation
  • References/Game Development/Phaser/Game Objects/Components/Component.Animation

new Animation() The Animation Component provides a play method, which is a proxy to the AnimationManager.play

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Rope#moveDown()
  • References/Game Development/Phaser/Display/Rope

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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Particles.Arcade.Emitter#setRotation()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

setRotation(min, max) → {

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

texture : PIXI.Texture The texture that the

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