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

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

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

[readonly] onDownSoundMarker : string The Sound Marker used in conjunction with the onDownSound

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

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

canvasBuffer :PIXICanvasBuffer The CanvasBuffer object that the tiled texture is drawn to.

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

[readonly] children : Array.<Displa

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

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

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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