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

key : string | Phaser.RenderTexture |

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

setOverSound(sound, marker) The Sound to be played when a Pointer moves over this Button. Parameters

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

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

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

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

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

animations : Phaser.AnimationManager

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

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

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