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

heal Heal the Game Object. This adds the given amount of health to the health property. Inherited

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

[readonly] children : Array.<Displa

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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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#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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