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

scaleMax : Phaser.Point The maximum scale this Game

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

ignoreDestroy : boolean A group with ignoreDestroy set to true ignores all calls to its destroy

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

getRandom(startIndex, length) → {any} Returns

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

addChild(child) → {DisplayObject}

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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