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<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>
<td class="description last"><p>The x coordinate of the Imaget. The coordinate is relative to any parent container this Image may be in.</p></td>
</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>
<h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Indicates the rotation of the Sprite, 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 Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.</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>angle</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The angle of this Image in degrees.</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-415">line 415</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Should this Sprite 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>
<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>autoCull</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>A flag indicating if the Sprite should be automatically camera culled or not.</p></td>
</tr>
</tbody>
</table>
</dl>
<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-82">line 82</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="deltaX"><span class="type-signature">&lt;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>
<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>
<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-439">line 439</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="deltaY"><span class="type-signature">&lt;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>
<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-456">line 456</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="deltaZ"><span class="type-signature">&lt;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>
</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-473">line 473</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="events"><span class="type-signature"></span>events<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>events</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Events.html">Phaser.Events</a></span>
</td>
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.</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>
</li></ul></dd>
</dl>
</dd>
<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 Sprite isn't updated by the core game loop or physics subsystem at all.</p></td>
</tr>
</tbody>
</table>
</dl>
<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>A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera.
Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.</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>Fixes this Sprite to the Camera.</p></td>
</tr>
</tbody>
</table>
</dl>
<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-90">line 90</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-524">line 524</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-553">line 553</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">&lt;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-507">line 507</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="input"><span class="type-signature"></span>input<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>input</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
|
<span class="param-type">null</span>
</td>
<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>
</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-95">line 95</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"></span></h4>
</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>
<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>
</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-597">line 597</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="inWorld"><span class="type-signature">&lt;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>
<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-490">line 490</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 Sprite 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-58">line 58</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 Sprite.</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">&lt;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-582">line 582</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="type"><span class="type-signature">&lt;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>
<td class="description last"><p>The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.</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-72">line 72</a>
</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"> &rarr; {<a href="Phaser.Image.html">Phaser.Image</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
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>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-389">line 389</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="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.</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>
</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">
<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-233">line 233</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="destroy"><span class="type-signature"></span>destroy<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroys the Sprite. 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>
<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-329">line 329</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"> &rarr; {<a href="Phaser.Image.html">Phaser.Image</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
If you don't need this Sprite any more you should call Sprite.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-304">line 304</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 Sprite 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 Sprite 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 Sprite 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-164">line 164</a>
</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>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-143">line 143</a>
</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>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-108">line 108</a>
</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"> &rarr; {<a href="Phaser.Image.html">Phaser.Image</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Sprite. This places the Sprite at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.</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>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x coordinate (in world space) to position the Sprite at.</p></td>
</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 (in world space) to position the Sprite at.</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-366">line 366</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="revive"><span class="type-signature"></span>revive<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="Phaser.Image.html">Phaser.Image</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
A resurrected Sprite has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.</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-280">line 280</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>
</dl>
</article>
</section>
</div>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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