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

alignIn(container, position, offsetX, offsetY)

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

replace(oldChild, newChild) → {any} Replaces a child of this Group with the given newChild. The

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

getFirstAlive(createIfNull, x, y, key,

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

alignIn(container, position, offsetX, offsetY)

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

setProperty(child, key, value, operation, force) → {boolean}

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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