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

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

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

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

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters

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

transformCallbackContext : Object The context under which transformCallback is called.

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

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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