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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

[readonly] previousPosition : Phaser.Point

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

key : string | Phaser.RenderTexture |

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

animations : Phaser.AnimationManager

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

2025-01-10 15:47:30