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

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

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

events : Phaser.Events All Phaser Game Objects

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

events : Phaser.Events All Phaser Game Objects

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

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

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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