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

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

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

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

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

world : Phaser.Point The world coordinates of this

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

new Button(game, x, y, key, callback,

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

[readonly] type : number The const type of this object.

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

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

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

play(name, frameRate, loop, killOnComplete) → {

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

input : Phaser.InputHandler | null The

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