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

onChildInputOver : Phaser.Signal This Signal is dispatched

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

getRandomExists(startIndex, endIndex) → {any}

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

addChildAt(child, index) → {DisplayObject}

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

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

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

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

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

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

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