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

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

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SpriteBatch#rotation
  • References/Game Development/Phaser/Display/SpriteBatch

rotation : number The angle of rotation of the group container, in radians. This will adjust the group container itself

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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

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

scaleMin : Phaser.Point The minimum scale this Game

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

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

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

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

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