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

shader : PIXI.AbstractFilter The

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

animations : Phaser.AnimationManager

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

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

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

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

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

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

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