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

scaleMax : Phaser.Point The maximum scale this Game

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

[readonly] previousPosition : Phaser.Point

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

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

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

cropRect : Phaser.Rectangle The Rectangle used

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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

maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure

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

outOfCameraBoundsKill : boolean If this and the autoCull property are both set to true, then the kill

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

addChildAt(child, index) → {DisplayObject}

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