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

renderable : boolean Whether this sprite is renderable or not Inherited

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

enableBodyDebug : boolean If true when a physics body is created (via

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

world : Phaser.Point The world coordinates of this

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

input : Phaser.InputHandler | null The

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

create(x, y, key, frame, exists, index)

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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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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