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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

2025-01-10 15:47:30
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

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

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

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

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

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

2025-01-10 15:47:30