Component.LoadTexture#frameName
  • References/Game Development/Phaser/Game Objects/Components/Component.LoadTexture

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
Component.Bounds#centerY
  • References/Game Development/Phaser/Game Objects/Components/Component.Bounds

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
Component.InWorld#checkWorldBounds
  • References/Game Development/Phaser/Game Objects/Components/Component.InWorld

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

2025-01-10 15:47:30
Component.Overlap#overlap()
  • References/Game Development/Phaser/Game Objects/Components/Component.Overlap

overlap(displayObject) → {boolean} Checks to see if the bounds of this Game Object overlaps with

2025-01-10 15:47:30
Component.Core#previousPosition
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30
Component.FixedToCamera#cameraOffset
  • References/Game Development/Phaser/Game Objects/Components/Component.FixedToCamera

cameraOffset : Phaser.Point The x/y coordinate offset

2025-01-10 15:47:30
Component.Animation#play()
  • References/Game Development/Phaser/Game Objects/Components/Component.Animation

play(name, frameRate, loop, killOnComplete) → {

2025-01-10 15:47:30
Component.Core#name
  • References/Game Development/Phaser/Game Objects/Components/Component.Core

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