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

onChildInputUp : Phaser.Signal This Signal is dispatched

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

world : Phaser.Point The world coordinates of this

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

getRandomExists(startIndex, endIndex) → {any}

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

resetChild(child, x, y, key, frame)

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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