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

physicsBodyType : integer If enableBody

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the displayObjectContainer

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

height : number The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

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

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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

[readonly] total : integer Total number of existing children in the group.

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

setSounds(overSound, overMarker, downSound, downMarker

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

cameraOffset : Phaser.Point The x/y coordinate offset

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