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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

new Sprite(game, x, y, key, frame) Sprites are the lifeblood of your game, used for nearly everything visual. At its most basic

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

[readonly] type : number The const type of this object.

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

scaleMin : Phaser.Point The minimum scale this Game

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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