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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

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

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

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

getRandomExists(startIndex, endIndex) → {any}

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

[readonly] onDownSoundMarker : string The Sound Marker used in conjunction with the onDownSound

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

preUpdate() Automatically called by World.preUpdate. Inherited From

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

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

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