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

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

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

2025-01-10 15:47:30
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

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

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

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

cameraOffset : Phaser.Point If this object is

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

body : Phaser.Physics.Arcade.Body |

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