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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

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

2025-01-10 15:47:30