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

contains(child) → {Boolean} Determines whether the specified display object is a child of the D

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

destroy(destroyChildren, destroyTexture) Destroys the Game Object. This

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

tint : number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.

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

centerX : number The center x coordinate of the Game Object.This is the same as (x - offsetX) + (width / 2)

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

[readonly] inCamera : boolean Checks if the Game Objects bounds intersect with the Game Camera

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

cropRect : Phaser.Rectangle The Rectangle used

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

animations : Phaser.AnimationManager

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

height : number The height of the sprite, setting this will actually modify the scale to achieve the value set

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

exists : boolean Controls if this Sprite is processed by the core Phaser game loops and Group loops.

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

world : Phaser.Point The world coordinates of this

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