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

addChildAt(child, index) → {DisplayObject}

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

[readonly] onDownSound : Phaser.Sound |

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

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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

justReleasedPreventsOver : Phaser.PointerMode

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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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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
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

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