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

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

world : Phaser.Point The world coordinates of this

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

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

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)

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

scaleMin : Phaser.Point The minimum scale this Game

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

forEach(callback, callbackContext, checkExists, args) Call a function on

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

scaleMax : Phaser.Point The maximum scale this Game

2025-01-10 15:47:30