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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

removeChildAt(index) → {DisplayObject}

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

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

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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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Image#frameName
  • References/Game Development/Phaser/Display/Image

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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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

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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