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

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

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

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

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

fixedToCamera : boolean A Group that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera

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

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

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

animations : Phaser.AnimationManager

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

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

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

addToHash(child) → {boolean} Adds a child of this Group into the hash array.This call will

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

input : Phaser.InputHandler | null The

2025-01-10 15:47:30