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
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

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

world : Phaser.Point The world coordinates of this

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

[readonly] onOutSound : Phaser.Sound |

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

getChildAt(index) → {DisplayObject}

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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