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

physicsSortDirection : integer If this Group contains Arcade Physics Sprites you can set a custom sort direction via this property

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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Rope#play()
  • References/Game Development/Phaser/Display/Rope

play(name, frameRate, loop, killOnComplete) → {

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

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

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

alpha : number The alpha value of the group container. Inherited From

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

texture : PIXI.Texture The texture of the

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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

play(name, frameRate, loop, killOnComplete) → {

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