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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

refreshTexture : boolean If true the TilingSprite will run generateTexture on its next render pass.This

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

onChildInputOut : Phaser.Signal This Signal is dispatched

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

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

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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.

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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:

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

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

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