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

input : Phaser.InputHandler | null The

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

animations : Phaser.AnimationManager

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

enableBody : boolean If true all Sprites created by, or added to this group, will have a physics body enabled on them. If

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

removeChildAt(index) → {DisplayObject}

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

callAll(method, context, args) Calls a function, specified by name, on all on children. The function

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

shader : PIXI.AbstractFilter The

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

pendingDestroy : boolean A Group is that has pendingDestroy set to true is flagged to have its destroy

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