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

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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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

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

animations : Phaser.AnimationManager

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

cursor : DisplayObject The current

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

alignIn(container, position, offsetX, offsetY)

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

justReleasedPreventsOver : Phaser.PointerMode

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

sort(key, order) Sort the children in the group according to a particular

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