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

transformCallback : Function The callback that will apply any scale limiting to the worldTransform.

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

addChildAt(child, index) → {DisplayObject}

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

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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

getChildAt(index) → {DisplayObject}

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

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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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