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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

texture : PIXI.Texture The texture that the

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

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

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

setFrames(overFrame, outFrame, downFrame, upFrame)

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

body : Phaser.Physics.Arcade.Body |

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

hasProperty(child, key) → {boolean} Checks if the child has the given property. Will scan

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