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

countDead() → {integer} Get the number of dead children in this group. Returns

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

removeChildAt(index) → {DisplayObject}

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

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

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

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

2025-01-10 15:47:30