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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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

new TileSprite(game, x, y, width, height, key, frame) A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled

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

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

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

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

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

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

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

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

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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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