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

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

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

key : string | Phaser.RenderTexture |

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

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

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

addChildAt(child, index) → {DisplayObject}

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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