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

cameraOffset : Phaser.Point The x/y coordinate offset

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

getFirstExists(exists, createIfNull, x, y,

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

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

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

multiplyAll(property, amount, checkAlive, checkVisible) Multiplies the given property by the amount on all children in this group.

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

filter(predicate, checkExists) → {Phaser

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

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

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

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

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

removeChildAt(index) → {DisplayObject}

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