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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

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

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

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

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

events : Phaser.Events All Phaser Game Objects

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