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

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

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

game : Phaser.Game A reference to the currently running Game

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

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

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

cropRect : Phaser.Rectangle The Rectangle used

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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#addMultiple()
  • References/Game Development/Phaser/Display/SpriteBatch

addMultiple(children, silent) → {Array.<

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

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

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