Image#update()
  • References/Game Development/Phaser/Display/Image

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

key : string | Phaser.RenderTexture |

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

[readonly] onUpSound : Phaser.Sound |

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

align(width, height, cellWidth, cellHeight, position, offset) → {boolean}

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

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

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

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

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

getBounds(matrix) → {Rectangle} Returns the bounds of the mesh as a rectangle. The bounds calculation

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

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

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