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

[readonly] previousPosition : Phaser.Point

2025-01-10 15:47:30
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.

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

getChildIndex(child) → {Number} Returns the index position of a child DisplayObject instance

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

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

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

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

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

[readonly] children : Array.<Displa

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

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

addChild(child) → {DisplayObject}

2025-01-10 15:47:30
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

2025-01-10 15:47:30