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

game : Phaser.Game A reference to the currently running Game

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

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

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

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

[readonly] z : integer The z-depth value of this object within its parent container/Group

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

onInputOver : Phaser.Signal The Signal (or event)

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