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

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

2025-01-10 15:47:30
TileSprite#autoScroll()
  • References/Game Development/Phaser/Display/TileSprite

autoScroll(x, y) Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().The

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

key : string | Phaser.RenderTexture |

2025-01-10 15:47:30
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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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#inCamera
  • References/Game Development/Phaser/Display/TileSprite

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

y : number The y coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

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

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

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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