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

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

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

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

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

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

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

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

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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

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

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

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

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

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

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

2025-01-10 15:47:30