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

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

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

[readonly] previousRotation : number The rotation the Game Object was in set to in the previous

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

setHealth Sets the health property of the Game Object to the given amount.Will never exceed the maxHealth value.

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

outOfBoundsKill : boolean If this and the checkWorldBounds property are both set to true then the kill

2025-01-10 15:47:30
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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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#frame
  • References/Game Development/Phaser/Display/Sprite

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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