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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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

scaleMin : Phaser.Point The minimum scale this Game

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

new Sprite(game, x, y, key, frame) Sprites are the lifeblood of your game, used for nearly everything visual. At its most basic

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

cameraOffset : Phaser.Point The x/y coordinate offset

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

animations : Phaser.AnimationManager

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

2025-01-10 15:47:30