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

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

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

subAll(property, amount, checkAlive, checkVisible) Subtracts the amount from the given property on all children in this group. Group

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

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

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

onInputOut : Phaser.Signal The Signal (or event) dispatched

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

body : Phaser.Physics.Arcade.Body |

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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