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

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

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

setTexture(texture, destroy) Sets the texture of the sprite. Be warned that this doesn't remove or destroy

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

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

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

reset(x, y, health) → {PIXI.DisplayObject} Resets the 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#getBounds()
  • References/Game Development/Phaser/Display/Image

getBounds(matrix) → {Rectangle} Returns the bounds of the Sprite as a rectangle.The bounds

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