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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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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Image#removeChildren()
  • References/Game Development/Phaser/Display/Image

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

centerX : number The center x coordinate of this Group. It is derived by calling getBounds, calculating the

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

filter(predicate, checkExists) → {Phaser

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

events : Phaser.Events All Phaser Game Objects

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

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

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

classType : Object The type of objects that will be created when using

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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