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

removeChildAt(index) → {DisplayObject}

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

[readonly] previousPosition : Phaser.Point

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

[readonly] children : Array.<Displa

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

[readonly] children : Array.<Displa

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

clearFrames() Clears all of the frames set on this Button. Source code:

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

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

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

scaleMin : Phaser.Point The minimum scale this 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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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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