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

getLocalBounds() → {Rectangle} Retrieves the non-global local bounds of the Sprite as a rectangle

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

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

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

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

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

debug : boolean A debug flag designed for use with Game.enableStep.

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

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

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

input : Phaser.InputHandler | null The

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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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