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

world : Phaser.Point The world coordinates of this

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

animations : Phaser.AnimationManager

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

cropRect : Phaser.Rectangle The Rectangle used

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

right : number The right coordinate of the Game Object.This is the same as x + width - offsetX.

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

new Image(game, x, y, key, frame)

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

addChildAt(child, index) → {DisplayObject}

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

transformCallbackContext : Object The context under which transformCallback is called.

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