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

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

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

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

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

alignIn(container, position, offsetX, offsetY)

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

getTop() → {any} Return the child at the top of this group. The top child is the child displayed

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

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

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

onChildInputDown : Phaser.Signal This Signal is dispatched

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

getBounds(targetCoordinateSpace) → {Rectangle} Retrieves the global

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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