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

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

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

shader : PIXI.AbstractFilter The

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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#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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