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

new Image(game, x, y, key, frame)

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

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

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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

transformCallbackContext : Object The context under which transformCallback is called.

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

top : number The top coordinate of this Group. It is derived by calling getBounds, calculating the Groups dimensions

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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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