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

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

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

update() Override this method in your own custom objects to handle any update requirements.It is called immediately after preUpdate

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

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

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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:

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

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the

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

[readonly] destroyPhase : boolean As a Game Object runs through its destroy method this flag

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