Read our Image API guide for an explanation of these blocks.

Creates an Image Instance from the given image. Usually assigned to an attribute right away.
new BitmapWrapper(new Bitmap([IMAGE]))

Attaches the image instance to the specified actor at the given position.
attachImageToActor([IMAGE INSTANCE], [ACTOR], [INT], [INT], 1); // front
attachImageToActor([IMAGE INSTANCE], [ACTOR], [INT], [INT], 2); // behind

Attaches the image instance to the specified layer (via ID or name) at the given position.
attachImageToLayer([IMAGE INSTANCE], cast engine.getLayerById([INT]), [INT], [INT], 1); //front
attachImageToLayer([IMAGE INSTANCE], cast engine.getLayerById([INT]), [INT], [INT], 2); //behind

Attaches the image instance to the HUD layer at the given position. This will make it draw in front of everything and ignore the camera.
attachImageToHUD([IMAGE INSTANCE], [INT], [INT]);

Takes the image instance out of the game (by removing it from the object it is attached to).
removeImage([IMAGE INSTANCE]);

Sets the drawing order (within the layer/actor) for the image instance.
setOrderForImage([IMAGE INSTANCE], [INT]);

Sets the drawing order (within the layer/actor) for the image instance in a user-friendly way.
bringImageBack([IMAGE INSTANCE]);
bringImageForward([IMAGE INSTANCE]);
bringImageToBack([IMAGE INSTANCE]);
bringImagetoFront([IMAGE INSTANCE]);

Returns the drawing order (within the layer/actor) for the image instance.
getOrderForImage([IMAGE INSTANCE])

Sets the position of the image instance (relative to the actor/layer it is attached to).
setXForImage([IMAGE INSTANCE], [NUMBER]);
setYForImage([IMAGE INSTANCE], [NUMBER]);

Sets the direction (angle, in degrees) of the image instance (relative to the actor/layer it is attached to).
[IMAGE INSTANCE].rotation = [NUMBER];

Sets the width and height (in percentage) of the image instance. 100% keeps that dimension the same. 200% will double it. 50% will halve it.
[IMAGE INSTANCE].scaleX = ([NUMBER]/100);
[IMAGE INSTANCE].scaleY = ([NUMBER]/100);
[IMAGE INSTANCE].alpha = ([NUMBER]/100);

Sets the origin (pivot) point for the image instance. This affects how it's scaled and rotated.
setOriginForImage([IMAGE INSTANCE], [NUMBER], [NUMBER]);

Returns various properties for the image instance.
[IMAGE INSTANCE].x/Engine.SCALE
[IMAGE INSTANCE].y/Engine.SCALE
[IMAGE INSTANCE].rotation
[IMAGE INSTANCE].width/Engine.SCALE
[IMAGE INSTANCE].height/Engine.SCALE
[IMAGE INSTANCE].scaleX*100
[IMAGE INSTANCE].scaleY*100
[IMAGE INSTANCE].alpha

Slides (moves) the image instance over the specified time.
moveImageBy([IMAGE INSTANCE], [NUMBER], [NUMBER], [NUMBER], [EASING]);
moveImageTo([IMAGE INSTANCE], [NUMBER], [NUMBER], [NUMBER], [EASING]);

Spins (rotates) the image instance over the specified time.
spinImageBy([IMAGE INSTANCE], [NUMBER], [NUMBER], [EASING]);
spinImageTo([IMAGE INSTANCE], [NUMBER], [NUMBER], [EASING]);

[Fades In / Fades Out] the image instance over the specified time.
fadeImageTo([IMAGE INSTANCE], [NUMBER] / 100, [NUMBER], [EASING]);

Resizes the image instance in percentage terms over the specified time. 100% keeps that dimension the same. 200% will double it. 50% will halve it.
growImageTo([IMAGE INSTANCE], [NUMBER]/100, [NUMBER]/100, [NUMBER], [EASING]);

Changes the blending mode for the image instance.
[IMAGE INSTANCE].blendMode = [BLEND MODE];

Applies the specified effect to the image instance. The effect persists until removed, so you do not need to call this each frame.
setFilterForImage([IMAGE INSTANCE], [EFFECT]);

Removes all effects from the image instance.
clearFiltersForImage([IMAGE INSTANCE]);