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

setFrame(frame) Sets the texture frame the Game Object uses for rendering. This is primarily an internal method used by

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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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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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)

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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.

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

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

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

updateCrop() If you have set a crop rectangle on this Game Object via crop and since modified the cropRect

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

body : Phaser.Physics.Arcade.Body |

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