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

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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

bottom : number The bottom coordinate of this Group. It is derived by calling getBounds, calculating the Groups

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

new Sprite(game, x, y, key, frame) Sprites are the lifeblood of your game, used for nearly everything visual. At its most basic

2025-01-10 15:47:30
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

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

preUpdate() Automatically called by World.preUpdate. Source code:

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SpriteBatch#pendingDestroy
  • References/Game Development/Phaser/Display/SpriteBatch

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

2025-01-10 15:47:30