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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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Button#onOverSound
  • References/Game Development/Phaser/Display/Button

[readonly] onOverSound : Phaser.Sound |

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Button#onOverMouseOnly
  • References/Game Development/Phaser/Display/Button

onOverMouseOnly : boolean If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing

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

transformCallbackContext : Object The context under which transformCallback is called.

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

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

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

right : number The right coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

events : Phaser.Events All Phaser Game Objects

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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