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

textureDebug : boolean If enabled a green rectangle will be drawn behind the generated tiling texture, allowing you to visually

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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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Rope#addChild()
  • References/Game Development/Phaser/Display/Rope

addChild(child) → {DisplayObject}

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

transformCallbackContext : Object The context under which transformCallback is called.

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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

destroy(destroyChildren, soft) Destroys this group. Removes all children

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

divideAll(property, amount, checkAlive, checkVisible) Divides the given property by the amount on all children in this group. Group

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Image#previousRotation
  • References/Game Development/Phaser/Display/Image

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

setAll(key, value, checkAlive, checkVisible, operation, force)

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

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

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