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< title > Phaser Class: TileSprite< / title >
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< a href = "Phaser.BitmapData.html" > BitmapData< / a >
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< a href = "Phaser.BitmapText.html" > BitmapText< / a >
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< a href = "Phaser.DOMSprite.html" > DOMSprite< / a >
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< a href = "Phaser.Easing.Quadratic.html" > Quadratic< / a >
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< a href = "Phaser.Easing.Quartic.html" > Quartic< / a >
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< a href = "Phaser.Easing.Quintic.html" > Quintic< / a >
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< a href = "Phaser.Filter.html" > Filter< / a >
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< a href = "Phaser.Frame.html" > Frame< / a >
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< a href = "Phaser.FrameData.html" > FrameData< / a >
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< a href = "Phaser.Game.html" > Game< / a >
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< a href = "Phaser.Gamepad.html" > Gamepad< / a >
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< a href = "Phaser.Graphics.html" > Graphics< / a >
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< a href = "Phaser.Input.html" > Input< / a >
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< a href = "Phaser.InputHandler.html" > InputHandler< / a >
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< a href = "Phaser.Key.html" > Key< / a >
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< a href = "Phaser.Keyboard.html" > Keyboard< / a >
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< li >
< a href = "Phaser.Line.html" > Line< / a >
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< a href = "Phaser.LinkedList.html" > LinkedList< / a >
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< a href = "Phaser.Loader.html" > Loader< / a >
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< a href = "Phaser.LoaderParser.html" > LoaderParser< / a >
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< a href = "Phaser.Math.html" > Math< / a >
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< a href = "Phaser.Mouse.html" > Mouse< / a >
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< a href = "Phaser.MSPointer.html" > MSPointer< / a >
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< a href = "Phaser.Net.html" > Net< / a >
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< a href = "Phaser.Particles.html" > Particles< / a >
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< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
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< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
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< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
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< a href = "Phaser.Plugin.html" > Plugin< / a >
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< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< a href = "Phaser.Point.html" > Point< / a >
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< a href = "Phaser.Pointer.html" > Pointer< / a >
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< li >
< a href = "Phaser.Polygon.html" > Polygon< / a >
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< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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< a href = "Phaser.Signal.html" > Signal< / a >
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< li >
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
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< a href = "Phaser.Sound.html" > Sound< / a >
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< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
< li >
< a href = "Phaser.Stage.html" > Stage< / a >
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< li >
< a href = "Phaser.StageScaleMode.html" > StageScaleMode< / a >
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< a href = "Phaser.State.html" > State< / a >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
< li >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
< li >
< a href = "Phaser.Time.html" > Time< / a >
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< li >
< a href = "Phaser.Timer.html" > Timer< / a >
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< li >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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< li >
< a href = "Phaser.Touch.html" > Touch< / a >
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< li >
< a href = "Phaser.Tween.html" > Tween< / a >
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< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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< a href = "Phaser.Utils.html" > Utils< / a >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
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< a href = "Phaser.World.html" > World< / a >
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< a href = "SignalBinding.html" > SignalBinding< / a >
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< / ul >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: TileSprite< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
TileSprite
< / h2 >
< div class = "class-description" > < p > Phaser.Tilemap< / p > < / div >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name" id = "TileSprite" > < span class = "type-signature" > < / span > new TileSprite< span class = "signature" > (game, x, y, width, height, key)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > A TileSprite is a Sprite whos texture is set to repeat and can be scrolled. As it scrolls the texture repeats (wraps) on the edges.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > Current game instance.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > X position of the new tileSprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Y position of the new tileSprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > the width of the tilesprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > the height of the tilesprite.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-19" > line 19< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
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< h3 class = "subsection-title" > Extends< / h3 >
< ul >
< li > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / li >
< / ul >
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< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "alive" > < span class = "type-signature" > < / span > alive< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > alive< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#alive" > Phaser.Sprite#alive< / a >
< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-45" > line 45< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "anchor" > < span class = "type-signature" > < / span > anchor< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The anchor sets the origin point of the texture.
The default is 0,0 this means the textures origin is the top left
Setting than anchor to 0.5,0.5 means the textures origin is centered
Setting the anchor to 1,1 would mean the textures origin points will be the bottom right< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > anchor< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > The anchor around which rotation and scaling takes place.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#anchor" > Phaser.Sprite#anchor< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-172" > line 172< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees use the property Sprite.rotation instead.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > angle< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the Sprites angle of rotation in degrees.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-60" > line 60< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "animations" > < span class = "type-signature" > < / span > animations< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > animations< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span >
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< / td >
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< td class = "description last" > < p > This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#animations" > Phaser.Sprite#animations< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-86" > line 86< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< dt >
< h4 class = "name" id = "autoCull" > < span class = "type-signature" > < / span > autoCull< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Should this Sprite be automatically culled if out of range of the camera?
A culled sprite has its renderable property set to 'false'.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > autoCull< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > A flag indicating if the Sprite should be automatically camera culled or not.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#autoCull" > Phaser.Sprite#autoCull< / a >
< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-199" > line 199< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "body" > < span class = "type-signature" > < / span > body< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > body< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > < / span >
< / td >
< td class = "description last" > < p > By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#body" > Phaser.Sprite#body< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-317" > line 317< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "bottomLeft" > < span class = "type-signature" > < / span > bottomLeft< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > bottomLeft< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > A Point containing the bottom left coordinate of the Sprite. Takes rotation and scale into account.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#bottomLeft" > Phaser.Sprite#bottomLeft< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-304" > line 304< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "bottomRight" > < span class = "type-signature" > < / span > bottomRight< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > bottomRight< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > A Point containing the bottom right coordinate of the Sprite. Takes rotation and scale into account.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#bottomRight" > Phaser.Sprite#bottomRight< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-299" > line 299< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "bounds" > < span class = "type-signature" > < / span > bounds< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This Rectangle object fully encompasses the Sprite and is updated in real-time.
The bounds is the full bounding area after rotation and scale have been taken into account. It should not be modified directly.
It's used for Camera culling and physics body alignment.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > bounds< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#bounds" > Phaser.Sprite#bounds< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-312" > line 312< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "cameraOffset" > < span class = "type-signature" > < / span > cameraOffset< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > cameraOffset< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#cameraOffset" > Phaser.Sprite#cameraOffset< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-358" > line 358< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "center" > < span class = "type-signature" > < / span > center< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > center< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > A Point containing the center coordinate of the Sprite. Takes rotation and scale into account.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#center" > Phaser.Sprite#center< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-284" > line 284< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "crop" > < span class = "type-signature" > < / span > crop< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide.
The crop is only applied if you have set Sprite.cropEnabled to true.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > crop< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "description last" > < p > The crop Rectangle applied to the Sprite texture before rendering.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#crop" > Phaser.Sprite#crop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-366" > line 366< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "cropEnabled" > < span class = "type-signature" > < / span > cropEnabled< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > cropEnabled< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If true the Sprite.crop property is used to crop the texture before render. Set to false to disable.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#cropEnabled" > Phaser.Sprite#cropEnabled< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-372" > line 372< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "currentFrame" > < span class = "type-signature" > < / span > currentFrame< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > currentFrame< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Frame.html" > Phaser.Frame< / a > < / span >
< / td >
< td class = "description last" > < p > A reference to the currently displayed frame.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#currentFrame" > Phaser.Sprite#currentFrame< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-101" > line 101< / a >
< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "debug" > < span class = "type-signature" > < / span > debug< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > debug< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Handy flag to use with Game.enableStep< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#debug" > Phaser.Sprite#debug< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-378" > line 378< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "deltaX" > < span class = "type-signature" > < readonly> < / span > deltaX< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the delta x value. The difference between Sprite.x now and in the previous step.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > deltaX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The delta value. Positive if the motion was to the right, negative if to the left.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#deltaX" > Phaser.Sprite#deltaX< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-1014" > line 1014< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "deltaY" > < span class = "type-signature" > < readonly> < / span > deltaY< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the delta x value. The difference between Sprite.y now and in the previous step.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > deltaY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The delta value. Positive if the motion was downwards, negative if upwards.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#deltaY" > Phaser.Sprite#deltaY< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-1028" > line 1028< / a >
< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "events" > < span class = "type-signature" > < / span > events< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > events< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / span >
< / td >
< td class = "description last" > < p > The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#events" > Phaser.Sprite#events< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-81" > line 81< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "exists" > < span class = "type-signature" > < / span > exists< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > exists< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#exists" > Phaser.Sprite#exists< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-39" > line 39< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "fixedToCamera" > < span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > fixedToCamera< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Fixes this Sprite to the Camera.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#fixedToCamera" > Phaser.Sprite#fixedToCamera< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-353" > line 353< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "frame" > < span class = "type-signature" > < / span > frame< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Gets or sets the current frame index and updates the Texture Cache for display.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-79" > line 79< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "frameName" > < span class = "type-signature" > < / span > frameName< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > frameName< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > Gets or sets the current frame name and updates the Texture Cache for display.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-95" > line 95< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > A reference to the currently running Game.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#game" > Phaser.Sprite#game< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-33" > line 33< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "group" > < span class = "type-signature" > < / span > group< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > group< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Group.html" > Phaser.Group< / a > < / span >
< / td >
< td class = "description last" > < p > The parent Group of this Sprite. This is usually set after Sprite instantiation by the parent.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#group" > Phaser.Sprite#group< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-50" > line 50< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "health" > < span class = "type-signature" > < / span > health< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > health< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Health value. Used in combination with damage() to allow for quick killing of Sprites.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#health" > Phaser.Sprite#health< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-322" > line 322< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "height" > < span class = "type-signature" > < / span > height< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
If you wish to crop the Sprite instead see the Sprite.crop value.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The height of the Sprite in pixels.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#height" > Phaser.Sprite#height< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-1155" > line 1155< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "inCamera" > < span class = "type-signature" > < readonly> < / span > inCamera< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > inCamera< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Is this sprite visible to the camera or not?< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-111" > line 111< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "input" > < span class = "type-signature" > < / span > input< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > input< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
< / td >
< td class = "description last" > < p > The Input Handler Component.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#input" > Phaser.Sprite#input< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-91" > line 91< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "inputEnabled" > < span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
activated for this Sprite instance and it will then start to process click/touch events and more.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > inputEnabled< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Set to true to allow this Sprite to receive input events, otherwise false.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
2014-02-05 06:29:17 +00:00
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-124" > line 124< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "inWorld" > < span class = "type-signature" > < / span > inWorld< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > inWorld< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > This value is set to true if the Sprite is positioned within the World, otherwise false.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#inWorld" > Phaser.Sprite#inWorld< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-327" > line 327< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "inWorldThreshold" > < span class = "type-signature" > < / span > inWorldThreshold< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > inWorldThreshold< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > A threshold value applied to the inWorld check. If you don't want a Sprite to be considered " out of the world" until at least 100px away for example then set it to 100.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#inWorldThreshold" > Phaser.Sprite#inWorldThreshold< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-333" > line 333< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "key" > < span class = "type-signature" > < / span > key< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "description last" > < p > This is the image or texture used by the Sprite 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.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#key" > Phaser.Sprite#key< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-96" > line 96< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "lifespan" > < span class = "type-signature" > < / span > lifespan< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > lifespan< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The lifespan of the Sprite (in ms) before it will be killed.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#lifespan" > Phaser.Sprite#lifespan< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-76" > line 76< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "name" > < span class = "type-signature" > < / span > name< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The user defined name given to this Sprite.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#name" > Phaser.Sprite#name< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-56" > line 56< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "offset" > < span class = "type-signature" > < / span > offset< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > offset< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > Corner point defaults. Should not typically be modified.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#offset" > Phaser.Sprite#offset< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-279" > line 279< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "outOfBoundsKill" > < span class = "type-signature" > < / span > outOfBoundsKill< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > outOfBoundsKill< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If true the Sprite is killed as soon as Sprite.inWorld is false.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#outOfBoundsKill" > Phaser.Sprite#outOfBoundsKill< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-339" > line 339< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "renderOrderID" > < span class = "type-signature" > < / span > renderOrderID< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > renderOrderID< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Used by the Renderer and Input Manager to control picking order.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#renderOrderID" > Phaser.Sprite#renderOrderID< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-68" > line 68< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "scale" > < span class = "type-signature" > < / span > scale< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > scale< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The scale of the Sprite when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means " half the size" , 2 means " twice the size" , etc.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#scale" > Phaser.Sprite#scale< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-204" > line 204< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "texture" > < span class = "type-signature" > < / span > texture< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > texture< / code > < / td >
< td class = "type" >
< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "description last" > < p > The texture that the sprite renders with.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-32" > line 32< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "textureRegion" > < span class = "type-signature" > < / span > textureRegion< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The rectangular area from the texture that will be rendered.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > textureRegion< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#textureRegion" > Phaser.Sprite#textureRegion< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-162" > line 162< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "tilePosition" > < span class = "type-signature" > < / span > tilePosition< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > tilePosition< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The offset position of the image that is being tiled.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-50" > line 50< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "tileScale" > < span class = "type-signature" > < / span > tileScale< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > tileScale< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The scaling of the image that is being tiled.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-45" > line 45< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "topLeft" > < span class = "type-signature" > < / span > topLeft< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > topLeft< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > A Point containing the top left coordinate of the Sprite. Takes rotation and scale into account.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#topLeft" > Phaser.Sprite#topLeft< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-289" > line 289< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "topRight" > < span class = "type-signature" > < / span > topRight< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > topRight< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > A Point containing the top right coordinate of the Sprite. Takes rotation and scale into account.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#topRight" > Phaser.Sprite#topRight< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-294" > line 294< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "type" > < span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > type< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The const type of this object.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "TileSprite.js.html" > gameobjects/TileSprite.js< / a > , < a href = "TileSprite.js.html#sunlight-1-line-40" > line 40< / a >
2013-11-28 15:57:09 +00:00
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "width" > < span class = "type-signature" > < / span > width< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The width of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
If you wish to crop the Sprite instead see the Sprite.crop value.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The width of the Sprite in pixels.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#width" > Phaser.Sprite#width< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-1132" > line 1132< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "world" > < span class = "type-signature" > < / span > world< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > world< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#world" > Phaser.Sprite#world< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-190" > line 190< / a >
< / li > < / ul > < / dd >
2014-02-05 06:29:17 +00:00
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "worldCenterX" > < span class = "type-signature" > < readonly> < / span > worldCenterX< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > worldCenterX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The center of the Sprite in world coordinates.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#worldCenterX" > Phaser.Sprite#worldCenterX< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-1106" > line 1106< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "worldCenterY" > < span class = "type-signature" > < readonly> < / span > worldCenterY< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > worldCenterY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The center of the Sprite in world coordinates.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#worldCenterY" > Phaser.Sprite#worldCenterY< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-1119" > line 1119< / a >
< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "x" > < span class = "type-signature" > < / span > x< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The x coordinate in world space of this Sprite.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#x" > Phaser.Sprite#x< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-177" > line 177< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "y" > < span class = "type-signature" > < / span > y< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate in world space of this Sprite.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#y" > Phaser.Sprite#y< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-182" > line 182< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name" id = "bringToTop" > < span class = "type-signature" > < / span > bringToTop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
bought to the top of that Group, not the entire display list.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#bringToTop" > Phaser.Sprite#bringToTop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-970" > line 970< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
< / dd >
< dt >
< h4 class = "name" id = "centerOn" > < span class = "type-signature" > < / span > centerOn< span class = "signature" > (x, y)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Moves the sprite so its center is located on the given x and y coordinates.
Doesn't change the anchor point of the sprite.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#centerOn" > Phaser.Sprite#centerOn< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-780" > line 780< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
< / dd >
< dt >
< h4 class = "name" id = "damage" > < span class = "type-signature" > < / span > damage< span class = "signature" > (amount)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Damages the Sprite, this removes the given amount from the Sprites health property.
If health is then taken below zero Sprite.kill is called.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > amount< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The amount to subtract from the Sprite.health value.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#damage" > Phaser.Sprite#damage< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-907" > line 907< / a >
2013-11-28 15:57:09 +00:00
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
< / dd >
< dt >
< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Destroy this Graphics instance.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#destroy" > Phaser.Sprite#destroy< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Graphics.js.html" > gameobjects/Graphics.js< / a > , < a href = "Graphics.js.html#sunlight-1-line-36" > line 36< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to game, freeing it up for garbage collection.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#destroy" > Phaser.Sprite#destroy< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-860" > line 860< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "getLocalPosition" > < span class = "type-signature" > < / span > getLocalPosition< span class = "signature" > (p, x, y)< / span > < span class = "type-signature" > → {< a href = "Phaser.Point.html" > Phaser.Point< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > Gets the local position of a coordinate relative to the Sprite, factoring in rotation and scale.
Mostly only used internally.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > p< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The Point object to store the results in.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > x coordinate within the Sprite to translate.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > y coordinate within the Sprite to translate.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#getLocalPosition" > Phaser.Sprite#getLocalPosition< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-630" > line 630< / a >
2013-11-28 15:57:09 +00:00
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The translated point.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "getLocalUnmodifiedPosition" > < span class = "type-signature" > < / span > getLocalUnmodifiedPosition< span class = "signature" > (p, gx, gy)< / span > < span class = "type-signature" > → {< a href = "Phaser.Point.html" > Phaser.Point< / a > }< / span > < / h4 >
2013-11-28 15:57:09 +00:00
< / dt >
< dd >
< div class = "description" >
< p > Gets the local unmodified position of a coordinate relative to the Sprite, factoring in rotation and scale.
Mostly only used internally by the Input Manager, but also useful for custom hit detection.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > p< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / td >
< td class = "description last" > < p > The Point object to store the results in.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > gx< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > x coordinate within the Sprite to translate.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > gy< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > y coordinate within the Sprite to translate.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#getLocalUnmodifiedPosition" > Phaser.Sprite#getLocalUnmodifiedPosition< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-650" > line 650< / a >
2013-11-28 15:57:09 +00:00
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > The translated point.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "kill" > < span class = "type-signature" > < / span > kill< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
If you don't need this Sprite any more you should call Sprite.destroy instead.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#kill" > Phaser.Sprite#kill< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-835" > line 835< / a >
2013-11-28 15:57:09 +00:00
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
< / dd >
< dt >
< h4 class = "name" id = "loadTexture" > < span class = "type-signature" > < / span > loadTexture< span class = "signature" > (key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "description last" > < p > This is the image or texture used by the Sprite 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.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > If this Sprite 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.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#loadTexture" > Phaser.Sprite#loadTexture< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-02-05 06:29:17 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-721" > line 721< / a >
2013-11-28 15:57:09 +00:00
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "play" > < span class = "type-signature" > < / span > play< span class = "signature" > (name, < span class = "optional" > frameRate< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > killOnComplete< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Animation.html" > Phaser.Animation< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The name of the animation to be played, e.g. " fire" , " walk" , " jump" .< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > frameRate< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > killOnComplete< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#play" > Phaser.Sprite#play< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > A reference to playing Animation instance.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Animation.html" > Phaser.Animation< / a > < / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "postUpdate" > < span class = "type-signature" > < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal function called by the World postUpdate cycle.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#postUpdate" > Phaser.Sprite#postUpdate< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#preUpdate" > Phaser.Sprite#preUpdate< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "reset" > < span class = "type-signature" > < / span > reset< span class = "signature" > (x, y, < span class = "optional" > health< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
If the Sprite has a physics body that too is reset.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > health< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The health to give the Sprite.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#reset" > Phaser.Sprite#reset< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
< / dd >
< dt >
< h4 class = "name" id = "resetCrop" > < span class = "type-signature" > < / span > resetCrop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the Sprite.crop value back to the frame dimensions.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#resetCrop" > Phaser.Sprite#resetCrop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "revive" > < span class = "type-signature" > < / span > revive< span class = "signature" > (< span class = "optional" > health< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
A resurrected Sprite has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > health< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The health to give the Sprite.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#revive" > Phaser.Sprite#revive< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
< / dd >
< dt >
< h4 class = "name" id = "updateAnimation" > < span class = "type-signature" > < / span > updateAnimation< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal function called by preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#updateAnimation" > Phaser.Sprite#updateAnimation< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "updateBounds" > < span class = "type-signature" > < / span > updateBounds< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal function called by preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#updateBounds" > Phaser.Sprite#updateBounds< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "updateCache" > < span class = "type-signature" > < / span > updateCache< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal function called by preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#updateCache" > Phaser.Sprite#updateCache< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "updateCrop" > < span class = "type-signature" > < / span > updateCrop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Internal function called by preUpdate.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#updateCrop" > Phaser.Sprite#updateCrop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
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< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-25 15:54:40 +00:00
< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-02-05 06:29:17 +00:00
on Wed Feb 05 2014 06:28:35 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >