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

loadTexture(key, frame, stopAnimation) Changes the base texture the Game

2025-01-10 15:47:30
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

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

[readonly] type : number The const type of this object.

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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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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

2025-01-10 15:47:30
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

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

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

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

scaleMin : Phaser.Point The minimum scale this Game

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

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

2025-01-10 15:47:30