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

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#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

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Image#moveDown()
  • References/Game Development/Phaser/Display/Image

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

addChild(child) → {DisplayObject}

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

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

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TileSprite#alignTo()
  • References/Game Development/Phaser/Display/TileSprite

alignTo(parent, position, offsetX, offsetY) → {Object}

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

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

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

checkAll(key, value, checkAlive, checkVisible, force)

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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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