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

moveAll(group, silent) → {Phaser

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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

getRandom(startIndex, length) → {any} Returns

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

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

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

[readonly] onOverSound : Phaser.Sound |

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

addChild(child) → {DisplayObject}

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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

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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