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
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

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

input : Phaser.InputHandler | null The

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

[readonly] physicsType : number The const physics body type of this object.

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

body : Phaser.Physics.Arcade.Body |

2025-01-10 15:47:30
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.

2025-01-10 15:47:30