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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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

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

addChildAt(child, index) → {DisplayObject}

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

cropRect : Phaser.Rectangle The Rectangle used

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

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

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

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

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

shader : PIXI.AbstractFilter The

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