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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

getChildAt(index) → {DisplayObject}

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

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

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

removeChild(child) → {DisplayObject}

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

scaleMax : Phaser.Point The maximum scale this Game

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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

alpha : number The alpha value of the group container. Inherited From

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