TileSprite#setChildIndex()
  • References/Game Development/Phaser/Display/TileSprite

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

scaleMax : Phaser.Point The maximum scale this Game

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

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

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

world : Phaser.Point The world coordinates of this

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

[readonly] type : number The const type of this object.

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

name : string A name for this group. Not used internally but useful for debugging.

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

2025-01-10 15:47:30