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

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

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

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

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

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

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

addChildAt(child, index) → {DisplayObject}

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

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

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

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

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

animations : Phaser.AnimationManager

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