Defined in Module impact.image, inherits from ig.Class
// Load an image var img = new ig.Image( 'player.png' ); // Draw the whole image img.draw( x, y ); // Draw one 'tile' of the image // (tile 3, with a tilesize of 16x16 pixels) img.drawTile( x, y, 3, 16 );
ig.Image
is a wrapper around image resources (png, gif or jpeg). It takes care of loading and scaling the source image. You can draw the whole image (.draw()) or just one tile of it (.drawTile()).
Most of the time you shouldn't need to draw an ig.Image
directly, but instead use ig.Animation or ig.BackgroundMap.
filename
The path and name of the image file to be loaded.Note that images are cached. That means that if you create two images with the same source file, the constructor returns the same instance. E.g.:
var img1 = new ig.Image( 'player.png' ); var img2 = new ig.Image( 'player.png' ); img1 == img2; // => true
After loading an image, it is automatically scaled (nearest neighbor) according to ig.system.scale
if necessary.
If the engine hasn't completely loaded all required modules (denoted by ig.ready
), the image is added to the resources to be loaded by the preloader.
The actual image resource when the image is loaded. This is either an <img>
or (if ig.system.scale is not 1
) <canvas>
element.
true
when the image resource could not be loaded (e.g. at an 404 or 403 error)
true
when the image resource has been loaded, false
otherwise
The path and name of the image file as passed to the constructor.
Size of the image in (unscaled) pixels.
Draws the whole image at targetX
, targetY
, or a part of it when sourceX
, sourceY
and width
and height
are given.
Draws a single tile with the index tile
at targetX
, targetY
.
The position of the specified tile is calculated with the given tileWidth
and tileHeight
. If tileHeight
is ommitted, it is assumed to be the same as tileWidth
.
flipX
and flipY
are booleans, denoting if the tile should be drawn flipped ("mirrored") on the given axis.