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

alignIn(container, position, offsetX, offsetY)

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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

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y 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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Sprite#kill()
  • References/Game Development/Phaser/Display/Sprite

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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Button#overlap()
  • References/Game Development/Phaser/Display/Button

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

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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'

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Rope#removeChildren()
  • References/Game Development/Phaser/Display/Rope

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

2025-01-10 15:47:30