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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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Button#setChildIndex()
  • References/Game Development/Phaser/Display/Button

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

[readonly] children : Array.<Displa

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

input : Phaser.InputHandler | null The

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

height : number The height of the tiling sprite Inherited From

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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

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

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

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

removeChildAt(index) → {DisplayObject}

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