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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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TileSprite#maxHealth
  • References/Game Development/Phaser/Display/TileSprite

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

cropRect : Phaser.Rectangle The Rectangle used

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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Button#resetFrame()
  • References/Game Development/Phaser/Display/Button

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

cropRect : Phaser.Rectangle The Rectangle used

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Button#alignTo()
  • References/Game Development/Phaser/Display/Button

alignTo(parent, position, offsetX, offsetY) → {Object}

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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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TileSprite#fixedToCamera
  • References/Game Development/Phaser/Display/TileSprite

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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