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

getChildAt(index) → {DisplayObject}

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

texture : PIXI.Texture The texture that the

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

onInputDown : Phaser.Signal The Signal (or event)

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

removeChild(child) → {DisplayObject}

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