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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

removeChild(child) → {DisplayObject}

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

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

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

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

addMultiple(children, silent) → {Array.<

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

scaleMax : Phaser.Point The maximum scale this Game

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