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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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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

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

removeBetween(startIndex, endIndex, destroy, silent)

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

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

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

world : Phaser.Point The world coordinates of this

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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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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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