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

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

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

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

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

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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

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

scaleMax : Phaser.Point The maximum scale this Game

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

reset(x, y) → {Phaser.TileSprite}

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

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

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

animations : Phaser.AnimationManager

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