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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

2025-01-10 15:47:30
Particle#getLocalBounds()
  • References/Game Development/Phaser/Particles/Particle

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

2025-01-10 15:47:30
Animation#currentFrame
  • References/Game Development/Phaser/Animation/Animation

currentFrame : Phaser.Frame The currently displayed

2025-01-10 15:47:30
Particle#removeChildAt()
  • References/Game Development/Phaser/Particles/Particle

removeChildAt(index) → {DisplayObject}

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GameObjectCreator#sprite()
  • References/Game Development/Phaser/Game Objects/GameObjectCreator

sprite(x, y, key, frame) → {Phaser

2025-01-10 15:47:30
Video#grab()
  • References/Game Development/Phaser/Game Objects/Video

grab(clear, alpha, blendMode) → {

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

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

2025-01-10 15:47:30
State#loadRender()
  • References/Game Development/Phaser/Game States/State

loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

2025-01-10 15:47:30