Image in Anark Studio 2.5

Image used as a texture map for a Material.

Inherits from:

Instance Properties

name type description
active Boolean Should this asset be drawn? [from Asset]
behaviors Collection (read only) All Behavior objects attached under this asset. [from Asset]
constructor Object A reference to the constructor class for the current object instance. [from Object]
context TimeContext (read only) The asset's local TimeContext object. [from Asset]
contextType Number Type of the TimeContext for this asset. [from Asset]
endLifeTime Number Ending time of the asset. [from Asset]
height Number (read only) Height of the image.
id Number (read only) Unique ID for the asset. [from Asset]
mappingMode Number How to display the image on the material.
materialMode Number How to use the image on the material.
music Collection (read only) All Music objects attached under this asset. [from Asset]
name String User-defined name for the asset. [from Asset]
parent Object (read only) Parent object of this asset. [from Asset]
pivotU Number Horizontal UV pivot location.
pivotV Number Vertical UV pivot location.
positionU Number UV horizontal offset.
positionV Number UV vertical offset.
prototype Object The prototype for a class. [from Object]
remoteSource String URL to the source for the image.
repeatU Number Horizontal UV scale for tiling.
repeatV Number Vertical UV scale for tiling.
rotation Number Rotation in degrees.
sounds Collection (read only) All Sounds objects attached under this asset. [from Asset]
startLifeTime Number Starting time of the asset. [from Asset]
tilingModeHoriz Number Horizontal tiling option.
tilingModeVert Number Vertical tiling option.
type String (read only) Type of the asset. [from Asset]
visible Boolean Apply this image to its material?
width Number (read only) Width of the image.

Instance Methods

name returns description
attach(assetObject) (none) Attach the argument underneath the asset. [from Asset]
copy() Asset Create a copy of the asset. [from Asset]
detach(assetObject) (none) Remove an asset from this asset. [from Asset]
hasOwnProperty(propertyOrMethodName) Boolean Determines if the object/instance itself has the named property or method. [from Object]
isPrototypeOf(instanceToTest) Boolean Determines if the calling object prototype is in the inheritance chain for the supplied argument. [from Object]
propertyIsEnumerable(propertyOrMethodName) Boolean Determines if the object/instance itself has a property or method of the supplied name which will appear in a for (prop in obj) enumeration. [from Object]
toLocaleString() String For most objects, the same as toString() unless explicitly overridden. [from Object]
toString() String Returns a string representation of the object. [from Object]
valueOf() String Returns the internal this value of the object. [from Object]


The Image object is a type of asset that is used for texture maps included in a material description. An image encapsulates a single picture, allowing for extremely powerful texture mapping behavior.

New images can be created via scripting. The Library asset constructor creates a new instance of the object from a resource in the Anark Studio Library. Images cannot be created using the scripting constructor because there would be no way to assign graphic information to the image. Objects created via scripting are not available to the Anark Studio interface, but they do appear in the finished project.

Library asset constructor syntax

var theImage = new Image( "library://libraryAssetName" [, objectToAttachTo] );
required — A String with the name of the asset in the Anark Studio Library from which to create this object.
optional — The String name of the object to which the image will be attached. Images can only be attached to materials. The Image must be attached to a material either now or later in order to appear in the scene during playback.

Image Example

// Create a new image from a jpeg in the library. 
theImage = new Image ( "library://Bricks", "material1" ); 

// Repeat the image. 
theImage.repeatU = 2; 
theImage.repeatV = 2;