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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

update() Override and use this function in your own custom objects to handle any update requirements you may have.

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

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

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