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

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

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

events : Phaser.Events All Phaser Game Objects

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

getFirstDead(createIfNull, x, y, key,

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

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

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