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

input : Phaser.InputHandler | null The

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

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

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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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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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