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

iterate(key, value, returnType, callback, callbackContext, args)

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

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

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

[readonly] previousPosition : Phaser.Point

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

getChildAt(index) → {DisplayObject}

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

events : Phaser.Events All Phaser Game Objects

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

[readonly] physicsType : number The const physics body type of this object.

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

2025-01-10 15:47:30