Component.Bounds#left
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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Group#removeFromHash()
  • References/Game Development/Phaser/Game Objects/Group

removeFromHash(child) → {boolean} Removes a child of this Group from the hash array.This call

2025-01-10 15:47:30
Loader#setPreloadSprite()
  • References/Game Development/Phaser/Loader/Loader

setPreloadSprite(sprite, direction) Set a Sprite to be a "preload" sprite by passing it to this method

2025-01-10 15:47:30
Cache#getTilemapData()
  • References/Game Development/Phaser/Loader/Cache

getTilemapData(key) → {object} Gets a raw Tilemap data object from the cache. This will be in either

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Rectangle#bottomLeft
  • References/Game Development/Phaser/Geometry/Rectangle

bottomLeft : Phaser.Point The location of the Rectangles

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RenderTexture#isTiling
  • References/Game Development/Phaser/Graphics/RenderTexture

isTiling : boolean Is this a tiling texture? As used by the likes of a TilingSprite.

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Group#getTop()
  • References/Game Development/Phaser/Game Objects/Group

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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SoundManager#connectToMaster
  • References/Game Development/Phaser/Sound/SoundManager

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the

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Image#setFrame()
  • References/Game Development/Phaser/Display/Image

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

2025-01-10 15:47:30
RetroFont#frameData
  • References/Game Development/Phaser/Text/RetroFont

frameData : Phaser.FrameData The FrameData

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