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

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

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

setFrames(overFrame, outFrame, downFrame, upFrame)

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

shader : PIXI.AbstractFilter The

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

getAll(property, value, startIndex, endIndex)

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