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

[readonly] offsetX : number The amount the Game Object is visually offset from its x coordinate

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

crop(rect, copy) Crop allows you to crop the texture being used to display this Game Object.Setting

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

removeChild(child) → {DisplayObject}

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

[readonly] offsetY : number The amount the Game Object is visually offset from its y coordinate

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

play(name, frameRate, loop, killOnComplete) → {

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

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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

angle : number The angle property is the rotation of the Game Object in degrees from its original orientation. Values

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

ignoreChildInput : boolean If ignoreChildInput is false it will allow this objects children

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