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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

tilePattern :PIXITexture The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL)

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

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

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

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

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

setAllChildren(key, value, checkAlive, checkVisible, operation,

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

new SpriteBatch(game, parent, name, addToStage) The SpriteBatch class is

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

dirty : boolean Whether the strip is dirty or not Inherited From

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