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

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

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

reset(x, y) → {Phaser.TileSprite}

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

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

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

tilingTexture :PIXITexture An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture

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SpriteBatch#cursorIndex
  • References/Game Development/Phaser/Display/SpriteBatch

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

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

moveDown(child) → {any} Moves the given child down one place in this group unless it's already at

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

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

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

alignIn(container, position, offsetX, offsetY)

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

create(x, y, key, frame, exists, index)

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

set(child, key, value, checkAlive, checkVisible, operation,

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