SpriteBatch#children
  • References/Game Development/Phaser/Display/SpriteBatch

[readonly] children : Array.<Displa

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

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

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

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

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

setDownSound(sound, marker) The Sound to be played when a Pointer presses down on this Button.

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

tileScaleOffset :Point A point that represents the scale of the texture object

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Rope#texture
  • References/Game Development/Phaser/Display/Rope

texture : PIXI.Texture The texture of the

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

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set

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Rope#outOfCameraBoundsKill
  • References/Game Development/Phaser/Display/Rope

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

getChildAt(index) → {DisplayObject}

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