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

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

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

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

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

scaleMin : Phaser.Point The minimum scale this Game

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

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

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

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

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

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