Phaser.Image = function (game, x, y, key, frame){ x = x || 0; y = y || 0; key = key || null ; frame = frame || null ; this.type = Phaser.IMAGE; PIXI.Sprite.call(this, PIXI.TextureCache.__default); Phaser.Component.Core.init.call(this, game, x, y, key, frame); } ; Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Image.prototype.constructor = Phaser.Image; var components = ['Angle', 'Animation', 'AutoCull', 'Bounds', 'BringToTop', 'Crop', 'Destroy', 'FixedToCamera', 'InputEnabled', 'LifeSpan', 'LoadTexture', 'Overlap', 'Reset', 'Smoothed'] ; Phaser.Component.Core.install.call(Phaser.Image.prototype, components); Phaser.Image.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.Image.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; Phaser.Image.prototype.preUpdate = function (){ if (!this.preUpdateInWorld()) { return false ; } return this.preUpdateCore(); } ;