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

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

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

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

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

alive : boolean The alive property is useful for Groups that are children of other Groups and need to be included/excluded in checks

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

onInputOver : Phaser.Signal The Signal (or event)

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

freezeFrames : boolean When true the the texture frame will not be automatically switched on up/down/over/out events.

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

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

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

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

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

preUpdate() Automatically called by World.preUpdate. Source code:

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

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30