Sprite#right
  • References/Game Development/Phaser/Display/Sprite

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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Sprite#revive()
  • References/Game Development/Phaser/Display/Sprite

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

onOverMouseOnly : boolean If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing

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

physicsBodyType : integer If enableBody

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

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

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