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

removeChild(child) → {DisplayObject}

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

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

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

alignIn(container, position, offsetX, offsetY)

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

addAt(child, index, silent) → {

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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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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