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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

2025-01-10 15:47:30
TileSprite#tint
  • References/Game Development/Phaser/Display/TileSprite

tint : number The tint applied to the sprite. This is a hex value Inherited

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

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

2025-01-10 15:47:30
Sprite#play()
  • References/Game Development/Phaser/Display/Sprite

play(name, frameRate, loop, killOnComplete) → {

2025-01-10 15:47:30
Button#getChildAt()
  • References/Game Development/Phaser/Display/Button

getChildAt(index) → {DisplayObject}

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

[readonly] length : integer Total number of children in this group, regardless of exists/alive

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

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

2025-01-10 15:47:30
SpriteBatch#physicsSortDirection
  • References/Game Development/Phaser/Display/SpriteBatch

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

2025-01-10 15:47:30
Image#swapChildren()
  • References/Game Development/Phaser/Display/Image

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

2025-01-10 15:47:30