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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
SpriteBatch#getIndex()
  • References/Game Development/Phaser/Display/SpriteBatch

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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

exists : boolean Controls if this Game Object is processed by the core game loop.If this Game Object has a physics body it

2025-01-10 15:47:30
TileSprite#getBounds()
  • References/Game Development/Phaser/Display/TileSprite

getBounds() → {Rectangle} Returns the framing rectangle of the sprite as a PIXI.Rectangle object

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

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

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

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

2025-01-10 15:47:30