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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

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

key : string | Phaser.RenderTexture |

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

removeChildAt(index) → {DisplayObject}

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

removeChild(child) → {DisplayObject}

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

events : Phaser.Events All Phaser Game Objects

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

x : number The position of the Game Object on the x axis relative to the local coordinates of the parent.

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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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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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