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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

2025-01-10 15:47:30
Sprite#debug
  • References/Game Development/Phaser/Display/Sprite

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

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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

2025-01-10 15:47:30
Image#bottom
  • References/Game Development/Phaser/Display/Image

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

2025-01-10 15:47:30
Image#texture
  • References/Game Development/Phaser/Display/Image

texture : PIXI.Texture The texture that the

2025-01-10 15:47:30
Rope#updateAnimation
  • References/Game Development/Phaser/Display/Rope

updateAnimation : Function A Rope will call its updateAnimation function on each update loop if it has one. Set to a function if

2025-01-10 15:47:30
TileSprite#key
  • References/Game Development/Phaser/Display/TileSprite

key : string | Phaser.RenderTexture |

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TileSprite#alignIn()
  • References/Game Development/Phaser/Display/TileSprite

alignIn(container, position, offsetX, offsetY)

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

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

2025-01-10 15:47:30