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

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

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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

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SpriteBatch#inputEnableChildren
  • References/Game Development/Phaser/Display/SpriteBatch

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

canvasPadding : number Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit

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

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

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

[readonly] type : number The const type of this object.

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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

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

createMultiple(quantity, key, frame, exists) → {array}

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

countDead() → {integer} Get the number of dead children in this group. Returns

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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