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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

physicsBodyType : integer If enableBody

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

events : Phaser.Events All Phaser Game Objects

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

forEachExists(callback, callbackContext, args) Call a function on each existing child in this group.

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

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

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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