Image
Introduction¶
Display of static images, built-in game object of phaser.
- Author: Richard Davey
Usage¶
Load texture¶
scene.load.image(key, url);
Reference: load image
Add image object¶
var image = scene.add.image(x, y, key);
// var image = scene.add.image(x, y, key, frame);
Add image from JSON
var image = scene.make.image({
x: 0,
y: 0,
key: '',
// frame: '',
// angle: 0,
// alpha: 1,
// flipX: true,
// flipY: true,
// scale : {
// x: 1,
// y: 1
//},
// origin: {x: 0.5, y: 0.5},
add: true
});
key
,frame
:- A string
- An array of string to pick one element at random
x
,y
,scale.x
,scale.y
:- A number
- A callback to get return value
function() { return 0; }
- Random integer between min and max
{ randInt: [min, max] }
- Random float between min and max
{ randFloat: [min, max] }
Custom class¶
- Define class
class MyImage extends Phaser.GameObjects.Image { constructor(scene, x, y, texture, frame) { super(scene, x, y, texture, frame); // ... scene.add.existing(this); } // ... // preUpdate(time, delta) {} }
scene.add.existing(gameObject)
: Adds an existing Game Object to this Scene.- If the Game Object renders, it will be added to the Display List.
- If it has a
preUpdate
method, it will be added to the Update List.
- Create instance
var image = new MyImage(scene, x, y, key);
Texture¶
Other properties¶
See game object
Create mask¶
var mask = image.createBitmapMask();
See mask
Shader effects¶
Support preFX and postFX effects