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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

addChildAt(child, index) → {DisplayObject}

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

addChildAt(child, index) → {DisplayObject}

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

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

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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

2025-01-10 15:47:30
SpriteBatch#moveUp()
  • References/Game Development/Phaser/Display/SpriteBatch

moveUp(child) → {any} Moves the given child up one place in this group unless it's already at the

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

exists : boolean If exists is true the group is updated, otherwise it is skipped.

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

iterate(key, value, returnType, callback, callbackContext, args)

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

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

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