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

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

2025-01-10 15:47:30
SpriteBatch#getAll()
  • References/Game Development/Phaser/Display/SpriteBatch

getAll(property, value, startIndex, endIndex)

2025-01-10 15:47:30
Button#onInputDown
  • References/Game Development/Phaser/Display/Button

onInputDown : Phaser.Signal The Signal (or event)

2025-01-10 15:47:30
Button#onInputUp
  • References/Game Development/Phaser/Display/Button

onInputUp : Phaser.Signal The Signal (or event) dispatched

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Rope#ignoreChildInput
  • References/Game Development/Phaser/Display/Rope

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

2025-01-10 15:47:30
Sprite#tintedTexture
  • References/Game Development/Phaser/Display/Sprite

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

2025-01-10 15:47:30
SpriteBatch#width
  • References/Game Development/Phaser/Display/SpriteBatch

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

2025-01-10 15:47:30
SpriteBatch#subAll()
  • References/Game Development/Phaser/Display/SpriteBatch

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

2025-01-10 15:47:30
TileSprite#y
  • References/Game Development/Phaser/Display/TileSprite

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

2025-01-10 15:47:30