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

debug : boolean A debug flag designed for use with Game.enableStep.

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

resetCursor(index) → {any} Sets the group cursor to the first child

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

input : Phaser.InputHandler | null The

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

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TileSprite#update()
  • References/Game Development/Phaser/Display/TileSprite

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

scaleMin : Phaser.Point The minimum scale this Game

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