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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Image< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Image
< / h2 >
< div class = "class-description" > < p > Create a new < code > Image< / code > object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.< / p > < / div >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name" id = "Image" > < span class = "type-signature" > < / span > new Image< span class = "signature" > (game, x, y, key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-20" > line 20< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "alive" > < span class = "type-signature" > < / span > alive< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > alive< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > A useful boolean to control if the Image is alive or dead (in terms of your gameplay, it doesn't effect rendering).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-83" > line 83< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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.< / p >
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< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > angle< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The angle of this Image in degrees.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-626" > line 626< / a >
2014-02-18 03:01:51 +00:00
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "animations" > < span class = "type-signature" > < / span > animations< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > animations< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span >
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< / td >
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< td class = "description last" > < p > This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-09-09 14:36:56 +00:00
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-63" > line 63< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "autoCull" > < span class = "type-signature" > < / span > autoCull< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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.< / p >
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< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > autoCull< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > A flag indicating if the Image should be automatically camera culled or not.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-93" > line 93< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "cameraOffset" > < span class = "type-signature" > < / span > cameraOffset< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > cameraOffset< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-109" > line 109< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "cropRect" > < span class = "type-signature" > < / span > cropRect< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > cropRect< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-115" > line 115< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "debug" > < span class = "type-signature" > < / span > debug< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > debug< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "description last" > < p > Handy flag to use with Game.enableStep< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-104" > line 104< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "deltaX" > < span class = "type-signature" > < readonly> < / span > deltaX< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns the delta x value. The difference between world.x now and in the previous step.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > deltaX< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value. Positive if the motion was to the right, negative if to the left.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-650" > line 650< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "deltaY" > < span class = "type-signature" > < readonly> < / span > deltaY< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns the delta y value. The difference between world.y now and in the previous step.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tr >
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< td class = "name" > < code > deltaY< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value. Positive if the motion was downwards, negative if upwards.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-667" > line 667< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "deltaZ" > < span class = "type-signature" > < readonly> < / span > deltaZ< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Returns the delta z value. The difference between rotation now and in the previous step.< / p >
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< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< / thead >
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< tr >
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< td class = "name" > < code > deltaZ< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value.< / p > < / td >
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< / tr >
< / tbody >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-684" > line 684< / a >
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< h4 class = "name" id = "destroyPhase" > < span class = "type-signature" > < / span > destroyPhase< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
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< tr >
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< td class = "name" > < code > destroyPhase< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > True if this object is currently being destroyed.< / p > < / td >
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< / tr >
< / tbody >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-913" > line 913< / a >
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< / li > < / ul > < / dd >
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< h4 class = "name" id = "events" > < span class = "type-signature" > < / span > events< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< td class = "name" > < code > events< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-58" > line 58< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "exists" > < span class = "type-signature" > < / span > exists< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< td class = "name" > < code > exists< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > If exists = false then the Image isn't updated by the core game loop.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-36" > line 36< / a >
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< dt >
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< h4 class = "name" id = "fixedToCamera" > < span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > 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< / p >
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< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > fixedToCamera< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "description last" > < p > Set to true to fix this Image to the Camera at its current world coordinates.< / p > < / td >
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< / tr >
< / tbody >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-848" > line 848< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "frame" > < span class = "type-signature" > < / span > frame< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
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< table class = "props table table-striped" >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
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< tr >
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< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame index and updates the Texture for display.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-735" > line 735< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "frameName" > < span class = "type-signature" > < / span > frameName< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > frameName< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame by name and updates the Texture for display.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-764" > line 764< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
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< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > game< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
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< / td >
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< td class = "description last" > < p > A reference to the currently running Game.< / p > < / td >
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< / tr >
< / tbody >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-30" > line 30< / a >
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< h4 class = "name" id = "inCamera" > < span class = "type-signature" > < readonly> < / span > inCamera< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tr >
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< td class = "name" > < code > inCamera< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-718" > line 718< / a >
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< h4 class = "name" id = "input" > < span class = "type-signature" > < / span > input< span class = "type-signature" > < / span > < / h4 >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > input< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
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< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-98" > line 98< / a >
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< h4 class = "name" id = "inputEnabled" > < span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< tr >
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< td class = "name" > < code > inputEnabled< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Set to true to allow this object to receive input events.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-808" > line 808< / a >
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< h4 class = "name" id = "inWorld" > < span class = "type-signature" > < readonly> < / span > inWorld< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Checks if the Image bounds are within the game world, otherwise false if fully outside of it.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tr >
< td class = "name" > < code > inWorld< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-701" > line 701< / a >
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< h4 class = "name" id = "key" > < span class = "type-signature" > < / span > key< span class = "type-signature" > < / span > < / h4 >
< / dt >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
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< table class = "props table table-striped" >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-68" > line 68< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "name" > < span class = "type-signature" > < / span > name< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The user defined name given to this Image.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-42" > line 42< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "renderOrderID" > < span class = "type-signature" > < readonly> < / span > renderOrderID< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > renderOrderID< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
< td class = "description last" > < p > The render order ID, reset every frame.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-793" > line 793< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "smoothed" > < span class = "type-signature" > < / span > smoothed< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > smoothed< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-879" > line 879< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "type" > < span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > type< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The const type of this object.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-48" > line 48< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "world" > < span class = "type-signature" > < / span > world< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > world< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
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< td class = "description last" > < p > The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-77" > line 77< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "z" > < span class = "type-signature" > < / span > z< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > z< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > 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.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-53" > line 53< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name" id = "bringToTop" > < span class = "type-signature" > < / span > bringToTop< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > 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
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bought to the top of that Group, not the entire display list.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-607" > line 607< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "crop" > < span class = "type-signature" > < / span > crop< span class = "signature" > (rect, < span class = "optional" > copy< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Crop allows you to crop the texture used to display this Image.
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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.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > rect< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > copy< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > 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.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-374" > line 374< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > (< span class = "optional" > destroyChildren< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
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and nulls its reference to game, freeing it up for garbage collection.< / p >
< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > destroyChildren< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Should every child of this object have its destroy method called?< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-507" > line 507< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "kill" > < span class = "type-signature" > < / span > kill< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > 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.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-482" > line 482< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "loadTexture" > < span class = "type-signature" > < / span > loadTexture< span class = "signature" > (key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
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This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
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< td class = "description last" > < p > 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.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > 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.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-239" > line 239< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "postUpdate" > < span class = "type-signature" > < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal function called by the World postUpdate cycle.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-211" > line 211< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-158" > line 158< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "reset" > < span class = "type-signature" > < / span > reset< span class = "signature" > (x, y)< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > 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.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The x coordinate (in world space) to position the Image at.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > The y coordinate (in world space) to position the Image at.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-584" > line 584< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "resetFrame" > < span class = "type-signature" > < / span > resetFrame< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the Texture frame dimensions that the Image uses for rendering.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-359" > line 359< / a >
< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "revive" > < span class = "type-signature" > < / span > revive< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > 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.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-458" > line 458< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > This instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
< / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "setFrame" > < span class = "type-signature" > < / span > setFrame< span class = "signature" > (frame)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > 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.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Frame.html" > Phaser.Frame< / a > < / span >
< / td >
< td class = "description last" > < p > The Frame to be used by the Image texture.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-303" > line 303< / a >
< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
< h4 class = "name" id = "update" > < span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Override and use this function in your own custom objects to handle any update requirements you may have.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-201" > line 201< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "updateCrop" > < span class = "type-signature" > < / span > updateCrop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > 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.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Image.js.html" > gameobjects/Image.js< / a > , < a href = "Image.js.html#sunlight-1-line-417" > line 417< / a >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2014 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Tue Sep 09 2014 15:29:27 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >