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

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

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

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

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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

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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

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

texture : PIXI.Texture The texture that the

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

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

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

animations : Phaser.AnimationManager

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