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

[readonly] previousPosition : Phaser.Point

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

world : Phaser.Point The world coordinates of this

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

[readonly] children : Array.<Displa

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

animations : Phaser.AnimationManager

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

scaleMax : Phaser.Point The maximum scale this Game

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

pendingDestroy : boolean A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic

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