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

events : Phaser.Events All Phaser Game Objects

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

addChild(child) → {DisplayObject}

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

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

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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

addChild(child) → {DisplayObject}

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

new Rope(game, x, y, key, frame, points) A Rope is a Sprite that has a repeating texture. The texture will automatically wrap

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

customSort(sortHandler, context) Sort the children in the group according to custom sort function.

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

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns

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