# Source: src/gameobjects/Image.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
    * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
    *
    * @class Phaser.Image
    * @extends PIXI.Sprite
    * @extends Phaser.Component.Core
    * @extends Phaser.Component.Angle
    * @extends Phaser.Component.Animation
    * @extends Phaser.Component.AutoCull
    * @extends Phaser.Component.Bounds
    * @extends Phaser.Component.BringToTop
    * @extends Phaser.Component.Crop
    * @extends Phaser.Component.Destroy
    * @extends Phaser.Component.FixedToCamera
    * @extends Phaser.Component.InputEnabled
    * @extends Phaser.Component.LifeSpan
    * @extends Phaser.Component.LoadTexture
    * @extends Phaser.Component.Overlap
    * @extends Phaser.Component.Reset
    * @extends Phaser.Component.ScaleMinMax
    * @extends Phaser.Component.Smoothed
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
    * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
    * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} [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.
    * @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.
    */
    Phaser.Image = function (game, x, y, key, frame) {

        x = x || 0;
        y = y || 0;
        key = key || null;
        frame = frame || null;

        /**
        * @property {number} type - The const type of this object.
        * @readonly
        */
        this.type = Phaser.IMAGE;

        PIXI.Sprite.call(this, Phaser.Cache.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;

    Phaser.Component.Core.install.call(Phaser.Image.prototype, [
        'Angle',
        'Animation',
        'AutoCull',
        'Bounds',
        'BringToTop',
        'Crop',
        'Destroy',
        'FixedToCamera',
        'InputEnabled',
        'LifeSpan',
        'LoadTexture',
        'Overlap',
        'Reset',
        'ScaleMinMax',
        'Smoothed'
    ]);

    Phaser.Image.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
    Phaser.Image.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;

    /**
    * Automatically called by World.preUpdate.
    *
    * @method Phaser.Image#preUpdate
    * @memberof Phaser.Image
    */
    Phaser.Image.prototype.preUpdate = function() {

        if (!this.preUpdateInWorld())
        {
            return false;
        }

        return this.preUpdateCore();

    };