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

addMultiple(children, silent) → {Array.<

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

play(name, frameRate, loop, killOnComplete) → {

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

cropRect : Phaser.Rectangle The Rectangle used

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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

new TileSprite(game, x, y, width, height, key, frame) A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled

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

removeChild(child) → {DisplayObject}

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

alignIn(container, position, offsetX, offsetY)

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

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

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

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

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Button#alignTo()
  • References/Game Development/Phaser/Display/Button

alignTo(parent, position, offsetX, offsetY) → {Object}

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