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

kill() → {PIXI.DisplayObject} Kills a Game Object. A killed Game Object has its alive

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

tintedTexture :Canvas A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)

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

sendToBack() → {PIXI.DisplayObject} Sends this Game Object to the bottom of its parents display

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

data : Object An empty Object that belongs to this Game Object.This value isn't ever used internally by Phaser, but may be

2025-01-10 15:47:30
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

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

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
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

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

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

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

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

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

texture : PIXI.Texture The texture that the

2025-01-10 15:47:30