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

onDestroy : Phaser.Signal This signal is dispatched

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

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

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

addChildAt(child, index) → {DisplayObject}

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

setOutSound(sound, marker) The Sound to be played when a Pointer moves out of this Button.

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

[readonly] children : Array.<Displa

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

shader : PIXI.AbstractFilter The

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

transformCallbackContext : Object The context under which transformCallback is called.

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