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

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

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

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

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

key : string | Phaser.RenderTexture |

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

addChildAt(child, index) → {DisplayObject}

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

[readonly] onDownSound : Phaser.Sound |

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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