Image#alignTo()
  • References/Game Development/Phaser/Display/Image

alignTo(parent, position, offsetX, offsetY) → {Object}

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Image#alive
  • References/Game Development/Phaser/Display/Image

alive : boolean A useful flag to control if the Game Object is alive or dead. This is set automatically by the Health components

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

swapChildren(child, child2) Swaps the position of 2 Display Objects within this container. Parameters

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Image#anchor
  • References/Game Development/Phaser/Display/Image

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top

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Image#smoothed
  • References/Game Development/Phaser/Display/Image

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

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Image#revive()
  • References/Game Development/Phaser/Display/Image

revive(health) → {PIXI.DisplayObject} Brings a 'dead' Game Object

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Image#bottom
  • References/Game Development/Phaser/Display/Image

bottom : number The sum of the y and height properties.This is the same as y + height - offsetY.

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Image#texture
  • References/Game Development/Phaser/Display/Image

texture : PIXI.Texture The texture that the

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Image#autoCull
  • References/Game Development/Phaser/Display/Image

autoCull : boolean A Game Object with autoCull set to true will check its bounds against the World Camera every frame

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Image#game
  • References/Game Development/Phaser/Display/Image

game : Phaser.Game A reference to the currently running Game

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