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

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

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

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

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

texture : PIXI.Texture The texture that the

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

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

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

next() → {any} Advances the group cursor to the next (higher) object in the group. If the

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

[readonly] previousPosition : Phaser.Point

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