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

scaleMax : Phaser.Point The maximum scale this Game

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

shader : PIXI.AbstractFilter The

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

dirty : boolean Whether the strip is dirty or not Inherited From

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

events : Phaser.Events All Phaser Game Objects

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

[readonly] children : Array.<Displa

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

removeChildAt(index) → {DisplayObject}

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