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

input : Phaser.InputHandler | null The

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

alignTo(parent, position, offsetX, offsetY) → {Object}

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

[readonly] physicsType : number The const physics body type of this object.

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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