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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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Button#moveUp()
  • References/Game Development/Phaser/Display/Button

moveUp() → {PIXI.DisplayObject} Moves this Game Object up one place in its parents display list

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

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

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

addChildAt(child, index) → {DisplayObject}

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

body : Phaser.Physics.Arcade.Body |

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