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

[readonly] previousPosition : Phaser.Point

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

shader : PIXI.AbstractFilter The

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

[readonly] children : Array.<Displa

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

removeChildAt(index) → {DisplayObject}

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

health : number The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.

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