Animation#restart()

restart() Sets this animation back to the first frame and restarts the animation. Source code: animation/Animation.js (Line 218)

CanvasRenderer#resolution

resolution : number The resolution of the canvas. Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 33)

Image#type

[readonly] type : number The const type of this object. Source code: gameobjects/Image.js (Line 47)

Animation#loop

loop : boolean The loop state of the Animation. Source code: animation/Animation.js (Line 63)

Image#renderOrderID

[readonly] renderOrderID : number The render order ID is used internally by the renderer and Input Manager and should not be modified.This property is mostly used internally by the renderers, but is exposed for the use of plugins. Inherited From Phaser.Component.Core#renderOrderID Source code: gameobjects/components/Core.js (Line 240)

CanvasRenderer#renderSession

renderSession : Object The render session is just a bunch of parameter used for rendering Source code: pixi/renderers/canvas/CanvasRenderer.js (Line 125)

Image#frameName

frameName : string Gets or sets the current frame name of the texture being used to render this Game Object. To change the frame set frameName to the name of the new frame in the texture atlas you wish this Game Object to use,for example: player.frameName = "idle". If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning. If you are using a sprite sheet then you should use the frame property instead. If you wish to fully replace

Image#setScaleMinMax()

setScaleMinMax(minX, minY, maxX, maxY) Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignoredand the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with respo

Image#key

key : string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture The key of the image or texture used by this Game Object during rendering.If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.If a Game Object is

Image#scaleMin

scaleMin : Phaser.Point The minimum scale this Game Object will scale down to. It allows you to prevent a parent from scaling this Game Object lower than the given value. Set it to null to remove the limit. Inherited From Phaser.Component.ScaleMinMax#scaleMin Source code: gameobjects/components/ScaleMinMax.js (Line 36)