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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

moveAll(group, silent) → {Phaser

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

getFirstAlive(createIfNull, x, y, key,

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

addAll(property, amount, checkAlive, checkVisible) Adds the amount to the given property on all children in this group. Group

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Sprite#blendMode
  • References/Game Development/Phaser/Display/Sprite

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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Rope#autoCull
  • References/Game Development/Phaser/Display/Rope

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

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

2025-01-10 15:47:30