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

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

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Rope#getChildAt()
  • References/Game Development/Phaser/Display/Rope

getChildAt(index) → {DisplayObject}

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

getFirstDead(createIfNull, x, y, key,

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

game : Phaser.Game A reference to the currently running Game

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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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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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

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