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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

top : number The y coordinate of the Game Object.This is the same as y - offsetY.

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game 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#input
  • References/Game Development/Phaser/Display/Sprite

input : Phaser.InputHandler | null The

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

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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