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

scaleMin : Phaser.Point The minimum scale this Game

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

renderable : boolean Whether this sprite is renderable or not Inherited

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

body : Phaser.Physics.Arcade.Body |

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

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

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

alignIn(container, position, offsetX, offsetY)

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