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

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

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

key : string | Phaser.RenderTexture |

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

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

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