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

[readonly] deltaZ : number Returns the delta z value. The difference between rotation now

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

play(name, frameRate, loop, killOnComplete) → {

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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#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

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

addChildAt(child, index) → {DisplayObject}

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

scaleMax : Phaser.Point The maximum scale this Game

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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#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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