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

segments The segments that make up the rope body as an array of Phaser.Rectangles Properties:

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

left : number The left coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

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

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

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

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

height : number The height of the tiling sprite Inherited From

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