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

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

generateTilingTexture(forcePowerOfTwo, renderSession) Parameters Name Type

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

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

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

removeChildAt(index) → {DisplayObject}

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

textureDebug : boolean If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually

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

new SpriteBatch(game, parent, name, addToStage) The SpriteBatch class is

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