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

shader : PIXI.AbstractFilter The

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

alignIn(container, position, offsetX, offsetY)

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

getChildAt(index) → {DisplayObject}

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

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

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