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

bringToTop(child) → {any} Brings the given child to the top of this group so it renders above all

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

world : Phaser.Point The world coordinates of this

2025-01-10 15:47:30
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
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.

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

play(name, frameRate, loop, killOnComplete) → {

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

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

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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

2025-01-10 15:47:30