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

setUpSound(sound, marker) The Sound to be played when a Pointer has pressed down and is released from

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

removeChildAt(index) → {DisplayObject}

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

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

getByName(name) → {any} Searches the Group for the first instance of a child with the name

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

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

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

alignIn(container, position, offsetX, offsetY)

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

2025-01-10 15:47:30