SpriteBatch#reverse()
  • References/Game Development/Phaser/Display/SpriteBatch

reverse() Reverses all children in this group. This operation applies only to immediate children and does not propagate to subgroups

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

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

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Image#loadTexture()
  • References/Game Development/Phaser/Display/Image

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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TileSprite#health
  • References/Game Development/Phaser/Display/TileSprite

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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

addChildAt(child, index) → {DisplayObject}

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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

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

[readonly] onUpSound : Phaser.Sound |

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Image#fixedToCamera
  • References/Game Development/Phaser/Display/Image

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

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

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

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