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

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

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

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

forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

getIndex(child) → {integer} Get the index position of the given child in this group, which should

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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