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

reset(x, y, health) → {PIXI.DisplayObject} Resets the Game Object

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

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

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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)

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

resizeFrame(parent, width, height) Resizes the Frame dimensions that the Game Object uses for rendering. You shouldn't normally

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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

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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#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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