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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

filter(predicate, checkExists) → {Phaser

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

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

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

[readonly] children : Array.<Displa

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

cropRect : Phaser.Rectangle The Rectangle used

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

animations : Phaser.AnimationManager

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

onChildInputOver : Phaser.Signal This Signal is dispatched

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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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