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4435 lines
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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</ul>
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</strong>
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</ul>
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</div>
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</div>
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<div class="span8">
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<div id="main">
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<h1 class="page-title">Class: Image</h1>
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<section>
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<header>
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<h2>
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<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
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Image
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</h2>
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<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.
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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>
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</header>
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<article>
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<div class="container-overview">
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<dt>
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<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>
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</dt>
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<dd>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
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<thead>
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<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>
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<tr>
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<td class="name"><code>x</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 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>
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<tr>
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<td class="name"><code>y</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 y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.</p></td>
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</tr>
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<tr>
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<td class="name"><code>key</code></td>
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<td class="type">
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<span class="param-type">string</span>
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<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
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<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
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<span class="param-type">PIXI.Texture</span>
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</td>
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<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>
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</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">string</span>
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<span class="param-type">number</span>
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</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>
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</tbody>
|
|
</table>
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<dl class="details">
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<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>
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</li></ul></dd>
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</dl>
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</dd>
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</div>
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<h3 class="subsection-title">Members</h3>
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<dl>
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<dt>
|
|
<h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4>
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</dt>
|
|
<dd>
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|
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<div class="description">
|
|
<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>
|
|
</div>
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<dl class="details">
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<h5 class="subsection-title">Properties:</h5>
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|
|
<dl>
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|
|
|
<table class="props table table-striped">
|
|
<thead>
|
|
<tr>
|
|
|
|
<th>Name</th>
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|
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<th>Type</th>
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<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
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<tbody>
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<tr>
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|
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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>
|
|
</tr>
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</tbody>
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|
</table>
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|
</dl>
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<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-493">line 493</a>
|
|
</li></ul></dd>
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</dl>
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</dd>
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<dt>
|
|
<h4 class="name" id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"></span></h4>
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|
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|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
<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>
|
|
</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>
|
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|
|
|
|
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|
|
<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
|
<tbody>
|
|
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|
|
<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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|
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<td class="description last"><p>A flag indicating if the Image should be automatically camera culled or not.</p></td>
|
|
</tr>
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|
</tbody>
|
|
</table>
|
|
</dl>
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|
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<dt class="tag-default">Default Value:</dt>
|
|
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
|
|
|
|
|
|
|
|
<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-96">line 96</a>
|
|
</li></ul></dd>
|
|
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|
|
</dl>
|
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|
|
</dd>
|
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|
|
<dt>
|
|
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<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>
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|
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|
|
<th>Type</th>
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|
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|
|
|
|
<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>
|
|
</tr>
|
|
|
|
|
|
</tbody>
|
|
</table>
|
|
</dl>
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|
|
<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-106">line 106</a>
|
|
</li></ul></dd>
|
|
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|
|
</dl>
|
|
|
|
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|
|
</dd>
|
|
|
|
|
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|
|
<dt>
|
|
<h4 class="name" id="deltaX"><span class="type-signature"><readonly> </span>deltaX<span class="type-signature"></span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
<p>Returns the delta x value. The difference between world.x now and in the previous step.</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>deltaX</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">number</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
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|
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|
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|
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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>
|
|
</tr>
|
|
|
|
|
|
</tbody>
|
|
</table>
|
|
</dl>
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|
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|
|
<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-517">line 517</a>
|
|
</li></ul></dd>
|
|
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|
|
</dl>
|
|
|
|
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|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="deltaY"><span class="type-signature"><readonly> </span>deltaY<span class="type-signature"></span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
<p>Returns the delta y value. The difference between world.y now and in the previous step.</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>deltaY</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">number</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last"><p>The delta value. Positive if the motion was downwards, negative if upwards.</p></td>
|
|
</tr>
|
|
|
|
|
|
</tbody>
|
|
</table>
|
|
</dl>
|
|
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|
|
|
|
|
|
<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-534">line 534</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="deltaZ"><span class="type-signature"><readonly> </span>deltaZ<span class="type-signature"></span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
<p>Returns the delta z value. The difference between rotation now and in the previous step.</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>deltaZ</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">number</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last"><p>The delta value.</p></td>
|
|
</tr>
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</tbody>
|
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</table>
|
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</dl>
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<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-551">line 551</a>
|
|
</li></ul></dd>
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</dl>
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</dd>
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<dt>
|
|
<h4 class="name" id="destroyPhase"><span class="type-signature"></span>destroyPhase<span class="type-signature"></span></h4>
|
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</dt>
|
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<dd>
|
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<dl class="details">
|
|
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|
|
<h5 class="subsection-title">Properties:</h5>
|
|
|
|
<dl>
|
|
|
|
<table class="props table table-striped">
|
|
<thead>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
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|
|
<th>Type</th>
|
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|
|
|
|
<th class="last">Description</th>
|
|
</tr>
|
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</thead>
|
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<tbody>
|
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<tr>
|
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<td class="name"><code>destroyPhase</code></td>
|
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|
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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>
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</tbody>
|
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</table>
|
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</dl>
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<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-780">line 780</a>
|
|
</li></ul></dd>
|
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</dl>
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</dd>
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|
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<dt>
|
|
<h4 class="name" id="events"><span class="type-signature"></span>events<span class="type-signature"></span></h4>
|
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|
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</dt>
|
|
<dd>
|
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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>
|
|
|
|
<td class="name"><code>events</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type"><a href="Phaser.Events.html">Phaser.Events</a></span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
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|
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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>
|
|
</tr>
|
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|
|
</tbody>
|
|
</table>
|
|
</dl>
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|
|
<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-58">line 58</a>
|
|
</li></ul></dd>
|
|
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</dl>
|
|
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|
|
</dd>
|
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|
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|
|
<dt>
|
|
<h4 class="name" id="exists"><span class="type-signature"></span>exists<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>exists</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">boolean</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last"><p>If exists = false then the Image isn't updated by the core game loop.</p></td>
|
|
</tr>
|
|
|
|
|
|
</tbody>
|
|
</table>
|
|
</dl>
|
|
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|
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|
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|
|
<dt class="tag-default">Default Value:</dt>
|
|
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
|
|
|
|
|
|
|
|
<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-36">line 36</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"></span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
<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>
|
|
</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>fixedToCamera</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">boolean</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last"><p>Set to true to fix this Image to the Camera at its current world coordinates.</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-715">line 715</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="frame"><span class="type-signature"></span>frame<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>frame</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">number</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last"><p>Gets or sets the current frame index and updates the Texture for display.</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-602">line 602</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="frameName"><span class="type-signature"></span>frameName<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>frameName</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">string</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last"><p>Gets or sets the current frame by name and updates the Texture for display.</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-631">line 631</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="game"><span class="type-signature"></span>game<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>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>
|
|
|
|
|
|
</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-30">line 30</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="inCamera"><span class="type-signature"><readonly> </span>inCamera<span class="type-signature"></span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
<p>Checks if the Image bounds are within the game camera, 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>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
|
|
|
|
<th>Type</th>
|
|
|
|
|
|
|
|
|
|
|
|
<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
|
<tbody>
|
|
|
|
|
|
<tr>
|
|
|
|
<td class="name"><code>inCamera</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 camera, 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-585">line 585</a>
|
|
</li></ul></dd>
|
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</dl>
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</dd>
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|
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<dt>
|
|
<h4 class="name" id="input"><span class="type-signature"></span>input<span class="type-signature"></span></h4>
|
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|
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</dt>
|
|
<dd>
|
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|
|
<dl class="details">
|
|
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|
|
|
<h5 class="subsection-title">Properties:</h5>
|
|
|
|
<dl>
|
|
|
|
<table class="props table table-striped">
|
|
<thead>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
|
|
|
|
<th>Type</th>
|
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|
|
|
|
|
|
|
|
<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
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<tbody>
|
|
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|
|
<tr>
|
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|
|
<td class="name"><code>input</code></td>
|
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|
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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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|
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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>
|
|
</tr>
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</tbody>
|
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</table>
|
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</dl>
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<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-101">line 101</a>
|
|
</li></ul></dd>
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</dl>
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</dd>
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<dt>
|
|
<h4 class="name" id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"></span></h4>
|
|
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|
|
|
</dt>
|
|
<dd>
|
|
|
|
<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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|
|
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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>
|
|
|
|
<td class="name"><code>inputEnabled</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">boolean</span>
|
|
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|
|
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|
|
</td>
|
|
|
|
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|
|
|
|
|
|
<td class="description last"><p>Set to true to allow this object to receive input events.</p></td>
|
|
</tr>
|
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|
|
</tbody>
|
|
</table>
|
|
</dl>
|
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|
|
<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-675">line 675</a>
|
|
</li></ul></dd>
|
|
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|
</dl>
|
|
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|
|
</dd>
|
|
|
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|
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|
|
<dt>
|
|
<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>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
|
|
|
|
<th>Type</th>
|
|
|
|
|
|
|
|
|
|
|
|
<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
|
<tbody>
|
|
|
|
|
|
<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>
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
<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-568">line 568</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="key"><span class="type-signature"></span>key<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>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>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-63">line 63</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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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>
|
|
|
|
|
|
|
|
</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>
|
|
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-660">line 660</a>
|
|
</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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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-746">line 746</a>
|
|
</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>
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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>
|
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</li></ul></dd>
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</dl>
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</dd>
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<dt>
|
|
<h4 class="name" id="world"><span class="type-signature"></span>world<span class="type-signature"></span></h4>
|
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</dt>
|
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<dd>
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<dl class="details">
|
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<h5 class="subsection-title">Properties:</h5>
|
|
|
|
<dl>
|
|
|
|
<table class="props table table-striped">
|
|
<thead>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
|
|
|
|
<th>Type</th>
|
|
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|
|
|
|
|
|
|
<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
|
<tbody>
|
|
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|
|
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<tr>
|
|
|
|
<td class="name"><code>world</code></td>
|
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|
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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>The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.</p></td>
|
|
</tr>
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</tbody>
|
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</table>
|
|
</dl>
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<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-86">line 86</a>
|
|
</li></ul></dd>
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</dl>
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</dd>
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<dt>
|
|
<h4 class="name" id="z"><span class="type-signature"></span>z<span class="type-signature"></span></h4>
|
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</dt>
|
|
<dd>
|
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<dl class="details">
|
|
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|
|
<h5 class="subsection-title">Properties:</h5>
|
|
|
|
<dl>
|
|
|
|
<table class="props table table-striped">
|
|
<thead>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
|
|
|
|
<th>Type</th>
|
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|
|
|
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|
|
|
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<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
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<tbody>
|
|
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|
|
<tr>
|
|
|
|
<td class="name"><code>z</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 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>
|
|
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|
|
</tbody>
|
|
</table>
|
|
</dl>
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|
|
<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>
|
|
</li></ul></dd>
|
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</dl>
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</dd>
|
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|
|
</dl>
|
|
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|
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|
|
<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">
|
|
<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
|
|
bought to the top of that Group, not the entire display list.</p>
|
|
</div>
|
|
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|
|
<dl class="details">
|
|
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|
|
|
|
<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-474">line 474</a>
|
|
</li></ul></dd>
|
|
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|
|
</dl>
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|
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|
|
|
<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="crop"><span class="type-signature"></span>crop<span class="signature">(rect)</span><span class="type-signature"></span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
<div class="description">
|
|
<p>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.</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>rect</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
|
|
|
|
|
|
<span class="param-type">object</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last"><p>The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.</p></td>
|
|
</tr>
|
|
|
|
|
|
</tbody>
|
|
</table>
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
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|
|
|
|
|
|
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|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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-285">line 285</a>
|
|
</li></ul></dd>
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
</dl>
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<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>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
<div class="description">
|
|
<p>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.</p>
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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>
|
|
|
|
|
|
|
|
|
|
<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-384">line 384</a>
|
|
</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">
|
|
<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>
|
|
</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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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">
|
|
<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.
|
|
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>
|
|
|
|
|
|
|
|
|
|
|
|
<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>
|
|
|
|
|
|
|
|
<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-208">line 208</a>
|
|
</li></ul></dd>
|
|
|
|
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|
|
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|
|
</dl>
|
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|
|
|
</dd>
|
|
|
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<dt>
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<h4 class="name" id="postUpdate"><span class="type-signature"></span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
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</dt>
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<dd>
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<div class="description">
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<p>Internal function called by the World postUpdate cycle.</p>
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</div>
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<dl class="details">
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<dt class="tag-source">Source:</dt>
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<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-180">line 180</a>
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</li></ul></dd>
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</dl>
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</dd>
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<dt>
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<h4 class="name" id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
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</dt>
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<dd>
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<div class="description">
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<p>Automatically called by World.preUpdate.</p>
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</div>
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<dl class="details">
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<dt class="tag-source">Source:</dt>
|
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<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-129">line 129</a>
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</li></ul></dd>
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</dl>
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</dd>
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<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>
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</dt>
|
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<dd>
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<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>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
|
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<thead>
|
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
|
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</tr>
|
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</thead>
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<tbody>
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<tr>
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|
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<td class="name"><code>x</code></td>
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<td class="type">
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|
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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 x coordinate (in world space) to position the Image at.</p></td>
|
|
</tr>
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<tr>
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<td class="name"><code>y</code></td>
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|
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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 y coordinate (in world space) to position the Image at.</p></td>
|
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</tr>
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</tbody>
|
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</table>
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<dl class="details">
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<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-451">line 451</a>
|
|
</li></ul></dd>
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</dl>
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<h5>Returns:</h5>
|
|
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|
|
<div class="param-desc">
|
|
<p>This instance.</p>
|
|
</div>
|
|
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|
|
<dl>
|
|
<dt>
|
|
Type
|
|
</dt>
|
|
<dd>
|
|
|
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
|
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|
|
|
</dd>
|
|
</dl>
|
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|
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</dd>
|
|
|
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|
|
<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">
|
|
<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>
|
|
</div>
|
|
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|
|
<dl class="details">
|
|
|
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|
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|
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|
|
|
|
|
<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-335">line 335</a>
|
|
</li></ul></dd>
|
|
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|
|
</dl>
|
|
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|
|
|
|
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|
|
|
|
|
|
<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="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>
|
|
|
|
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|
|
<dl class="details">
|
|
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|
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|
|
|
|
|
|
|
<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-170">line 170</a>
|
|
</li></ul></dd>
|
|
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</dl>
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|
|
</dd>
|
|
|
|
</dl>
|
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|
|
</article>
|
|
|
|
</section>
|
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<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 Fri Jul 18 2014 12:36:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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