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

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

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

createMultiple(quantity, key, frame, exists) → {array}

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

key : string | Phaser.RenderTexture |

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

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

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

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

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Image#ignoreChildInput
  • References/Game Development/Phaser/Display/Image

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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