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

addChild(child) → {DisplayObject}

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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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Image#addChildAt()
  • References/Game Development/Phaser/Display/Image

addChildAt(child, index) → {DisplayObject}

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

countLiving() → {integer} Get the number of living children in this group. Returns

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

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

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Image#getChildAt()
  • References/Game Development/Phaser/Display/Image

getChildAt(index) → {DisplayObject}

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

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

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