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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

scaleMax : Phaser.Point The maximum scale this Game

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

shader : PIXI.AbstractFilter The

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

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

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

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

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

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

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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