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

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

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

animations : Phaser.AnimationManager

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

addChild(child) → {DisplayObject}

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