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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

tint : number The tint applied to the sprite. This is a hex value Inherited

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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Sprite#play()
  • References/Game Development/Phaser/Display/Sprite

play(name, frameRate, loop, killOnComplete) → {

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