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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

justReleasedPreventsOver : Phaser.PointerMode

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

remove(child, destroy, silent) → {boolean}

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

scaleMax : Phaser.Point The maximum scale this Game

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

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
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

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

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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