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

[readonly] previousPosition : Phaser.Point

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

events : Phaser.Events All Phaser Game Objects

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

xy(index, x, y) Positions the child found at the given index within this group to the given x and y coordinates. Parameters

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

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

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

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

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