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

texture : PIXI.Texture The texture of the

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

cropRect : Phaser.Rectangle The Rectangle used

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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Sprite#sendToBack()
  • References/Game Development/Phaser/Display/Sprite

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

getAt(index) → {DisplayObject | integer}

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

game : Phaser.Game A reference to the currently running Game

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

[readonly] children : Array.<Displa

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