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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

x : number The x coordinate of the group container. You can adjust the group container itself by modifying its coordinates

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

addChildAt(child, index) → {DisplayObject}

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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

[readonly] type : number The Phaser Object Type.

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

world : Phaser.Point The world coordinates of this

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

getFirstAlive(createIfNull, x, y, key,

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

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30