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)

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

[readonly] children : Array.<Displa

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

name : string A user defined name given to this Game Object.This value isn't ever used internally by Phaser, it is meant

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

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

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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

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

[readonly] previousPosition : Phaser.Point

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

resetFrame() Resets the texture frame dimensions that the Game Object uses for rendering.

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

inputEnabled : boolean By default a Game Object won't process any input events. By setting inputEnabled to true a

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

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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