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.
filenameThe 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
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,
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
targetY, or a part of it when
height are given.
Draws a single tile with the index
The position of the specified tile is calculated with the given
tileHeight is ommitted, it is assumed to be the same as
flipY are booleans, denoting if the tile should be drawn flipped ("mirrored") on the given axis.