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

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

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

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

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

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

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

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

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