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

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SpriteBatch#inputEnableChildren
  • References/Game Development/Phaser/Display/SpriteBatch

inputEnableChildren : boolean A Group with inputEnableChildren set to true will automatically call inputEnabled

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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

callAllExists(callback, existsValue, parameter) Calls a function, specified by name, on all children in the group who exist (or do not

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

[readonly] previousPosition : Phaser.Point

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SpriteBatch#visible
  • References/Game Development/Phaser/Display/SpriteBatch

visible : boolean The visible state of the group. Non-visible Groups and all of their children are not rendered.

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SpriteBatch#enableBodyDebug
  • References/Game Development/Phaser/Display/SpriteBatch

enableBodyDebug : boolean If true when a physics body is created (via

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