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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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TileSprite#addChildAt()
  • References/Game Development/Phaser/Display/TileSprite

addChildAt(child, index) → {DisplayObject}

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

alignIn(container, position, offsetX, offsetY)

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

segments The segments that make up the rope body as an array of Phaser.Rectangles Properties:

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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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

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

[readonly] previousPosition : Phaser.Point

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

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

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Sprite#setScaleMinMax()
  • References/Game Development/Phaser/Display/Sprite

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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