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

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

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

[readonly] onDownSound : Phaser.Sound |

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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