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

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

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

removeChildAt(index) → {DisplayObject}

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

animations : Phaser.AnimationManager

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

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

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#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
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.

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

[readonly] cursorIndex : integer The current index of the Group cursor. Advance it with Group

2025-01-10 15:47:30