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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

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

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

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

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

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

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

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

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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