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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

addChild(child) → {DisplayObject}

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

onInputUp : Phaser.Signal The Signal (or event) dispatched

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

removeChildAt(index) → {DisplayObject}

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

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

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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