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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

getClosestTo(object, callback, callbackContext) → {any}

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

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

scaleMin : Phaser.Point The minimum scale this Game

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

removeChildAt(index) → {DisplayObject}

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

checkProperty(child, key, value, force) → {boolean} Checks a property

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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

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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