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

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set

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

[readonly] previousPosition : Phaser.Point

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

[readonly] children : Array.<Displa

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

alignIn(container, position, offsetX, offsetY)

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

scaleMax : Phaser.Point The maximum scale this Game

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