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

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

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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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

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

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

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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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

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

getFirstDead(createIfNull, x, y, key,

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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

2025-01-10 15:47:30