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

key : string | Phaser.RenderTexture |

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

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

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

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

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

left : number The left coordinate of the Game Object.This is the same as x - offsetX.

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

[readonly] z : number The z depth of this Game Object within its parent Group.No two

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

blendMode : number The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning:

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

removeChildAt(index) → {DisplayObject}

2025-01-10 15:47:30