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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

damage Damages the Game Object. This removes the given amount of health from the health property. If health is taken below or is equal to zero

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

addChild(child) → {DisplayObject}

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

moveDown() → {PIXI.DisplayObject} Moves this Game Object down one place in its parents display list

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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

preUpdate() → {boolean} Automatically called by World.preUpdate. Returns

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

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

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

body : Phaser.Physics.Arcade.Body |

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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