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

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

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

onDestroy : Phaser.Signal This signal is dispatched

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

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

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

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

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

getFurthestFrom(object, callback, callbackContext) → {any}

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

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

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

classType : Object The type of objects that will be created when using

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