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

checkAll(key, value, checkAlive, checkVisible, force)

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

forEachAlive(callback, callbackContext, args) Call a function on each alive child in this group. See

2025-01-10 15:47:30
TileSprite#y
  • References/Game Development/Phaser/Display/TileSprite

y : number The position of the Game Object on the y axis relative to the local coordinates of the parent.

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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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

2025-01-10 15:47:30
SpriteBatch#sendToBack()
  • References/Game Development/Phaser/Display/SpriteBatch

sendToBack(child) → {any} Sends the given child to the bottom of this group so it renders below

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

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

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

2025-01-10 15:47:30