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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

shader : PIXI.AbstractFilter The

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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

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

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every 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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