alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components
maxHealth : number The Game Objects maximum health value. This works in combination with the heal method to ensure
pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic
forEachDead(callback, callbackContext, args) Call a function on each dead child in this group. See
next() → {any} Advances the group cursor to the next (higher) object in the group. If the
angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values
pointerOut(pointerId) → {boolean} Is the Pointer outside of this Sprite
destroy(destroyChildren, soft) Destroys this group. Removes all children
data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be
timeDelta : number How quickly the animation advances. Default Value
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