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

[readonly] onOutSoundMarker : string The Sound Marker used in conjunction with the onOutSound

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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

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

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

canvasPadding : number Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit

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

getBounds(matrix) → {Rectangle} Returns the bounds of the mesh as a rectangle. The bounds calculation

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

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

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

debug : boolean A debug flag designed for use with Game.enableStep.

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