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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

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

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

new Rope(game, x, y, key, frame, points) A Rope is a Sprite that has a repeating texture. The texture will automatically wrap

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

[readonly] type : number The const type of this object.

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

onInputDown : Phaser.Signal The Signal (or event)

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

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

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

previous() → {any} Moves the group cursor to the previous (lower) child in the group. If

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

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

2025-01-10 15:47:30