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https://github.com/photonstorm/phaser
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19 lines
1.2 KiB
TypeScript
19 lines
1.2 KiB
TypeScript
import GameObject from '../GameObject';
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/**
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* 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.
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*
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* @class Phaser.GameObject.Image
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* @extends Phaser.GameObject
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {string} [key] - 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.
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* @param {string|number} [frame] - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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export default class Image extends GameObject {
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constructor(state: any, x: any, y: any, key: any, frame: any);
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width: number;
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height: number;
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}
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