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

removeAll(destroy, silent, destroyTexture) Removes

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

2025-01-10 15:47:30
Sprite#inWorld
  • References/Game Development/Phaser/Display/Sprite

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

2025-01-10 15:47:30
Sprite#children
  • References/Game Development/Phaser/Display/Sprite

[readonly] children : Array.<Displa

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

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

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

2025-01-10 15:47:30
Sprite#debug
  • References/Game Development/Phaser/Display/Sprite

debug : boolean A debug flag designed for use with Game.enableStep.

2025-01-10 15:47:30
Rope#debug
  • References/Game Development/Phaser/Display/Rope

debug : boolean A debug flag designed for use with Game.enableStep.

2025-01-10 15:47:30
Button#name
  • References/Game Development/Phaser/Display/Button

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

2025-01-10 15:47:30
Button#freezeFrames
  • References/Game Development/Phaser/Display/Button

freezeFrames : boolean When true the the texture frame will not be automatically switched on up/down/over/out events.

2025-01-10 15:47:30