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

addChild(child) → {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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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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Sprite#setChildIndex()
  • References/Game Development/Phaser/Display/Sprite

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

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

tilePattern :PIXITexture The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL)

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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