new Image(game, x, y, key, frame)
Parameters:
| Name | Type | Description |
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game |
Phaser.Game | A reference to the currently running game. |
x |
number | The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. |
y |
number | The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. |
key |
string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture | The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. |
frame |
string | number | If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. |
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Members
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alive
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- Default Value:
- true
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Properties:
Name Type Description aliveboolean A useful boolean to control if the Image is alive or dead (in terms of your gameplay, it doesn't effect rendering).
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angle
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Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
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Properties:
Name Type Description anglenumber The angle of this Image in degrees.
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animations
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Properties:
Name Type Description animationsPhaser.AnimationManager This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
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autoCull
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Should this Image be automatically culled if out of range of the camera? A culled sprite has its renderable property set to 'false'. Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
- Default Value:
- false
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Properties:
Name Type Description autoCullboolean A flag indicating if the Image should be automatically camera culled or not.
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cameraOffset
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Properties:
Name Type Description cameraOffsetPhaser.Point If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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cropRect
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- Default Value:
- null
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Properties:
Name Type Description cropRectPhaser.Rectangle The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.
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debug
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- Default Value:
- false
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Properties:
Name Type Description debugboolean Handy flag to use with Game.enableStep
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<readonly> deltaX
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Returns the delta x value. The difference between world.x now and in the previous step.
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Properties:
Name Type Description deltaXnumber The delta value. Positive if the motion was to the right, negative if to the left.
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<readonly> deltaY
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Returns the delta y value. The difference between world.y now and in the previous step.
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Properties:
Name Type Description deltaYnumber The delta value. Positive if the motion was downwards, negative if upwards.
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<readonly> deltaZ
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Returns the delta z value. The difference between rotation now and in the previous step.
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Properties:
Name Type Description deltaZnumber The delta value.
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destroyPhase
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Properties:
Name Type Description destroyPhaseboolean True if this object is currently being destroyed.
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events
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Properties:
Name Type Description eventsPhaser.Events The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
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exists
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- Default Value:
- true
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Properties:
Name Type Description existsboolean If exists = false then the Image isn't updated by the core game loop.
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fixedToCamera
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An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset. Note that the cameraOffset values are in addition to any parent in the display list. So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x
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Properties:
Name Type Description fixedToCameraboolean Set to true to fix this Image to the Camera at its current world coordinates.
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frame
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Properties:
Name Type Description framenumber Gets or sets the current frame index and updates the Texture for display.
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frameName
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Properties:
Name Type Description frameNamestring Gets or sets the current frame by name and updates the Texture for display.
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game
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Properties:
Name Type Description gamePhaser.Game A reference to the currently running Game.
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<readonly> inCamera
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Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.
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Properties:
Name Type Description inCameraboolean True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
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input
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Properties:
Name Type Description inputPhaser.InputHandler | null The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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inputEnabled
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By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this object and it will then start to process click/touch events and more.
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Properties:
Name Type Description inputEnabledboolean Set to true to allow this object to receive input events.
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<readonly> inWorld
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Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
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Properties:
Name Type Description inWorldboolean True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
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key
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Properties:
Name Type Description keystring | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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name
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Properties:
Name Type Description namestring The user defined name given to this Image.
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<readonly> renderOrderID
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Properties:
Name Type Description renderOrderIDnumber The render order ID, reset every frame.
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smoothed
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Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default.
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Properties:
Name Type Description smoothedboolean Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)
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<readonly> type
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Properties:
Name Type Description typenumber The const type of this object.
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world
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Properties:
Name Type Description worldPhaser.Point The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.
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z
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Properties:
Name Type Description znumber The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
Methods
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bringToTop() → {Phaser.Image}
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Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only bought to the top of that Group, not the entire display list.
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Returns:
This instance.
- Type
- Phaser.Image
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crop(rect, copy)
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Crop allows you to crop the texture used to display this Image. Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object. The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties. Please note that the rectangle object given is not duplicated by this method, but rather the Image uses a reference to the rectangle. Keep this in mind if assigning a rectangle in a for-loop, or when cleaning up for garbage collection.
Parameters:
Name Type Argument Default Description rectPhaser.Rectangle The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
copyboolean <optional>
false If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object.
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destroy(destroyChildren)
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Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present and nulls its reference to game, freeing it up for garbage collection.
Parameters:
Name Type Argument Default Description destroyChildrenboolean <optional>
true Should every child of this object have its destroy method called?
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kill() → {Phaser.Image}
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Kills a Image. A killed Image has its alive, exists and visible properties all set to false. It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal. Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory. If you don't need this Image any more you should call Image.destroy instead.
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Returns:
This instance.
- Type
- Phaser.Image
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loadTexture(key, frame)
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Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
Parameters:
Name Type Description keystring | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
framestring | number If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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postUpdate()
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Internal function called by the World postUpdate cycle.
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preUpdate()
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Automatically called by World.preUpdate.
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reset(x, y) → {Phaser.Image}
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Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
Parameters:
Name Type Description xnumber The x coordinate (in world space) to position the Image at.
ynumber The y coordinate (in world space) to position the Image at.
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Returns:
This instance.
- Type
- Phaser.Image
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resetFrame()
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Resets the Texture frame dimensions that the Image uses for rendering.
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revive() → {Phaser.Image}
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Brings a 'dead' Image back to life, optionally giving it the health value specified. A resurrected Image has its alive, exists and visible properties all set to true. It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.
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Returns:
This instance.
- Type
- Phaser.Image
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setFrame(frame)
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Sets the Texture frame the Image uses for rendering. This is primarily an internal method used by Image.loadTexture, although you may call it directly.
Parameters:
Name Type Description framePhaser.Frame The Frame to be used by the Image texture.
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update()
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Override and use this function in your own custom objects to handle any update requirements you may have.
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updateCrop()
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If you have set a crop rectangle on this Image via Image.crop and since modified the Image.cropRect property (or the rectangle it references) then you need to update the crop frame by calling this method.
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