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

removeChildAt(index) → {DisplayObject}

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

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

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

getFurthestFrom(object, callback, callbackContext) → {any}

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

add(child, silent, index) → {

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

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

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

destroy(destroyChildren) Destroys the TileSprite. This removes it from its parent group, destroys the

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

shader : PIXI.AbstractFilter The

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