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

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object

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

key : string | Phaser.RenderTexture |

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

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the

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

width : number The width of the sprite, setting this will actually modify the scale to achieve the value set

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

fixedToCamera : boolean A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the

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

scaleMin : Phaser.Point The minimum scale this Game

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

lifespan : number The lifespan allows you to give a Game Object a lifespan in milliseconds. Once the Game Object is 'born'

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

centerY : number The center y coordinate of the Game Object.This is the same as (y - offsetY) + (height / 2)

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

bringToTop() → {PIXI.DisplayObject} Brings this Game Object to the top of its parents display list

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

getChildAt(index) → {DisplayObject}

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