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

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

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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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