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

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

removeChild(child) → {DisplayObject}

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

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

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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.

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

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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Sprite#moveDown()
  • References/Game Development/Phaser/Display/Sprite

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

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

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