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

cameraOffset : Phaser.Point The x/y coordinate offset

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

swap(child1, child2) Swaps the position of two children in this group. Both children must be in this group, a child cannot be

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

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

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

2025-01-10 15:47:30
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

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

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

2025-01-10 15:47:30