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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

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

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

[readonly] previousPosition : Phaser.Point

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

reset(x, y) → {Phaser.TileSprite}

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

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

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

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

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

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

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