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< title > Phaser Class: Particle< / title >
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< a href = "Phaser.Canvas.html" > Canvas< / a >
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< a href = "Phaser.Circle.html" > Circle< / a >
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< a href = "Phaser.Color.html" > Color< / a >
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< a href = "Phaser.Device.html" > Device< / a >
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< a href = "Phaser.Easing.html" > Easing< / a >
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< a href = "Phaser.Easing.Back.html" > Back< / a >
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< a href = "Phaser.Easing.Bounce.html" > Bounce< / a >
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< a href = "Phaser.Easing.Circular.html" > Circular< / a >
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< a href = "Phaser.Easing.Cubic.html" > Cubic< / a >
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< a href = "Phaser.Easing.Elastic.html" > Elastic< / a >
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< a href = "Phaser.Easing.Exponential.html" > Exponential< / a >
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< a href = "Phaser.Easing.Linear.html" > Linear< / 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.Easing.Sinusoidal.html" > Sinusoidal< / a >
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< a href = "Phaser.Ellipse.html" > Ellipse< / 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.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
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< a href = "Phaser.Gamepad.html" > Gamepad< / a >
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< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
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< a href = "Phaser.Graphics.html" > Graphics< / a >
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< a href = "Phaser.Group.html" > Group< / a >
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< a href = "Phaser.Image.html" > Image< / 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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< 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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< li class = "class-depth-1" >
< a href = "Phaser.Net.html" > Net< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Particle.html" > Particle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Physics.html" > Physics< / a >
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< li class = "class-depth-2" >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.Arcade.Body.html" > Body< / a >
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< li class = "class-depth-2" >
< a href = "Phaser.Physics.Ninja.html" > Ninja< / a >
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< a href = "Phaser.Physics.Ninja.AABB.html" > AABB< / a >
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< a href = "Phaser.Physics.Ninja.Body.html" > Body< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Ninja.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.Ninja.Tile.html" > Tile< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Physics.P2.html" > P2< / a >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.Body.html" > Body< / a >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
< / li >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.FixtureList.html" > FixtureList< / a >
< / li >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Plugin.html" > Plugin< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.Point.html" > Point< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.Pointer.html" > Pointer< / a >
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< li class = "class-depth-1" >
< 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 >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
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< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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< a href = "Phaser.Signal.html" > Signal< / a >
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< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
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< a href = "Phaser.Sound.html" > Sound< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.State.html" > State< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.StateManager.html" > StateManager< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Time.html" > Time< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.Timer.html" > Timer< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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< li class = "class-depth-1" >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
< li class = "class-depth-2" >
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
< li class = "class-depth-1" >
< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Particle< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Particle
< / h2 >
< div class = "class-description" > < p > Create a new < code > Particle< / code > object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter.< / p > < / div >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name" id = "Particle" > < span class = "type-signature" > < / span > new Particle< span class = "signature" > (game, x, y, key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< 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 > A reference to the currently running game.< / 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 > The x coordinate (in world space) to position the Particle 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 Particle at.< / 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" > < 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 Particle 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 >
< 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 Particle 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 = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-20" > line 20< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Extends< / h3 >
< ul >
< li > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / li >
< / ul >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
< h4 class = "name" id = "alphaData" > < span class = "type-signature" > < protected> < / span > alphaData< 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 > alphaData< / code > < / td >
< td class = "type" >
< span class = "param-type" > array< / span >
< / td >
< td class = "description last" > < p > A reference to the alphaData array owned by the Emitter that emitted this Particle.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-52" > line 52< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< 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. Working in radians is also a little faster as it doesn't have to convert the angle.< / 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 > angle< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The angle of this Sprite in degrees.< / 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#angle" > Phaser.Sprite#angle< / 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-709" > line 709< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "animations" > < span class = "type-signature" > < / span > animations< 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 > animations< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span >
< / td >
< td class = "description last" > < p > This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)< / 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#animations" > Phaser.Sprite#animations< / 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-61" > line 61< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "autoAlpha" > < span class = "type-signature" > < protected> < / span > autoAlpha< 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 > autoAlpha< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If this Particle automatically changes alpha this is set to true by Particle.setAlphaData.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-46" > line 46< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< 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'.
Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.< / 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 >
< 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-99" > line 99< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "autoScale" > < span class = "type-signature" > < protected> < / span > autoScale< 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 > autoScale< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If this Particle automatically scales this is set to true by Particle.setScaleData.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-28" > line 28< / 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 >
< div class = "description" >
< p > By default Sprites won't add themselves to any physics system and their physics body will be < code > null< / code > .
To enable them for physics you need to call < code > game.physics.enable(sprite, system)< / code > where < code > sprite< / code > is this object
and < code > system< / code > is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via < code > Sprite.body< / code > .< / p >
< p > Important: Enabling a Sprite for P2 or Ninja physics will automatically set < code > Sprite.anchor< / code > to 0.5 so the physics body is centered on the Sprite.
If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.< / 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 > body< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Physics.P2.Body.html" > Phaser.Physics.P2.Body< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Physics.Ninja.Body.html" > Phaser.Physics.Ninja.Body< / a > < / span >
|
< span class = "param-type" > null< / 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#body" > Phaser.Sprite#body< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / 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-117" > line 117< / a >
< / 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 object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.< / 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 >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-156" > line 156< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "checkWorldBounds" > < span class = "type-signature" > < / span > checkWorldBounds< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
bounds every frame to support it, and not all games need it. Enable it by setting the value 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 > checkWorldBounds< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / 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#checkWorldBounds" > Phaser.Sprite#checkWorldBounds< / 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-139" > line 139< / a >
< / li > < / ul > < / dd >
< / 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-151" > line 151< / 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 world.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 >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-733" > line 733< / a >
2014-04-10 22:13:43 +00:00
< / 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 y value. The difference between world.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 >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-750" > line 750< / a >
2014-04-10 22:13:43 +00:00
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "deltaZ" > < span class = "type-signature" > < readonly> < / span > deltaZ< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the delta z value. The difference between rotation 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 > deltaZ< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The delta value.< / 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#deltaZ" > Phaser.Sprite#deltaZ< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-767" > line 767< / a >
2014-04-29 14:39:02 +00:00
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "destroyPhase" > < span class = "type-signature" > < / span > destroyPhase< 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 > destroyPhase< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > True if this object is currently being destroyed.< / 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#destroyPhase" > Phaser.Sprite#destroyPhase< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-1072" > line 1072< / a >
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< / li > < / ul > < / dd >
< / 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-56" > line 56< / 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 >
< div class = "description" >
< p > Sprite.exists controls if the core game loop and physics update this Sprite or not.
When you set Sprite.exists to false it will remove its Body from the physics world (if it has one) and also set Sprite.visible to false.
Setting Sprite.exists to true will re-add the Body to the physics world (if it has a body) and set Sprite.visible 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 > exists< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > If the Sprite is processed by the core game update and physics.< / 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-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-906" > line 906< / a >
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< / 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 > An Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Sprite.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Sprite was in a Group that has x: 200, then this will be added to the cameraOffset.x< / 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 > Set to true to fix this Sprite to the Camera at its current 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#fixedToCamera" > Phaser.Sprite#fixedToCamera< / 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-953" > line 953< / 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 = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#frame" > Phaser.Sprite#frame< / 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-818" > line 818< / 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 = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#frameName" > Phaser.Sprite#frameName< / 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-834" > line 834< / 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-34" > line 34< / 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 >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-122" > line 122< / a >
< / 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 >
< div class = "description" >
< p > Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it.< / 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 > inCamera< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.< / 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#inCamera" > Phaser.Sprite#inCamera< / 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-801" > line 801< / 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 >
|
< span class = "param-type" > null< / span >
< / td >
< td class = "description last" > < p > The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.< / 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-104" > line 104< / 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 object 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 object to receive input events.< / 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#inputEnabled" > Phaser.Sprite#inputEnabled< / 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 = "inWorld" > < span class = "type-signature" > < readonly> < / span > inWorld< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Checks if the Sprite bounds are within the game world, otherwise false if fully outside of it.< / 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 > inWorld< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > True if the Sprite bounds is within the game world, even if only partially. Otherwise false if fully outside of it.< / 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 >
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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-66" > line 66< / 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-130" > line 130< / 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-40" > line 40< / a >
< / 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 Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.< / 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 >
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-145" > line 145< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "renderOrderID" > < span class = "type-signature" > < readonly> < / 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 > The render order ID, reset every 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#renderOrderID" > Phaser.Sprite#renderOrderID< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-850" > line 850< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "scaleData" > < span class = "type-signature" > < protected> < / span > scaleData< 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 > scaleData< / code > < / td >
< td class = "type" >
< span class = "param-type" > array< / span >
< / td >
< td class = "description last" > < p > A reference to the scaleData array owned by the Emitter that emitted this Particle.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-34" > line 34< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "smoothed" > < span class = "type-signature" > < / span > smoothed< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Enable or disable texture smoothing for this Sprite. Only works for bitmap/image textures. Smoothing is enabled by default.< / 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 > smoothed< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "description last" > < p > Set to true to smooth the texture of this Sprite, or false to disable smoothing (great for pixel art)< / 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#smoothed" > Phaser.Sprite#smoothed< / 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-984" > line 984< / 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 = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Sprite.html#type" > Phaser.Sprite#type< / 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-46" > line 46< / a >
< / 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-89" > line 89< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "x" > < span class = "type-signature" > < / span > x< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The position of the Sprite on the x axis relative to the local coordinates of the parent.< / 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 > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The position of the Sprite on the x axis relative to the local coordinates of 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#x" > Phaser.Sprite#x< / 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-1018" > line 1018< / a >
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< / 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 >
< div class = "description" >
< p > The position of the Sprite on the y axis relative to the local coordinates of the parent.< / 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 > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The position of the Sprite on the y axis relative to the local coordinates of 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#y" > Phaser.Sprite#y< / 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-1045" > line 1045< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "z" > < span class = "type-signature" > < / span > z< 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 > z< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.< / 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#z" > Phaser.Sprite#z< / 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-51" > line 51< / 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 >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-653" > line 653< / 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 = "crop" > < span class = "type-signature" > < / span > crop< span class = "signature" > (rect)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Crop allows you to crop the texture used to display this Sprite.
Cropping takes place from the top-left of the Sprite and can be modified in real-time by providing an updated rectangle object.
2014-05-20 09:12:48 +00:00
Note that cropping a Sprite will reset its animation to the first frame. You cannot currently crop an animated Sprite.
The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties.
Please note that the rectangle object given is not duplicated by this method, but rather the Image uses a reference to the rectangle.
Keep this in mind if assigning a rectangle in a for-loop, or when cleaning up for garbage collection.< / 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 > rect< / 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 Rectangle to crop the Sprite to. Pass null or no parameters to clear a previously set crop rectangle.< / 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#crop" > Phaser.Sprite#crop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-04-29 14:39:02 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-409" > line 409< / a >
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< / li > < / ul > < / dd >
< / dl >
< / 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 or is equal to zero < code > Sprite.kill< / code > 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 >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-590" > line 590< / 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 = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > (< span class = "optional" > destroyChildren< / span > )< / 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 >
< 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 > destroyChildren< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Should every child of this object have its destroy method called?< / 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#destroy" > Phaser.Sprite#destroy< / 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-513" > line 513< / a >
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< / li > < / ul > < / 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 >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-488" > line 488< / 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 = "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 >
2014-04-29 14:39:02 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-337" > line 337< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onEmit" > < span class = "type-signature" > < / span > onEmit< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-103" > line 103< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "overlap" > < span class = "type-signature" > < / span > overlap< span class = "signature" > (displayObject)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Checks to see if the bounds of this Sprite overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as a Button.
This check ignores the Sprites hitArea property and runs a Sprite.getBounds comparison on both objects to determine the result.
Therefore it's relatively expensive to use in large quantities (i.e. with lots of Sprites at a high frequency), but should be fine for low-volume testing where physics isn't required.< / 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 > displayObject< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
|
< span class = "param-type" > PIXI.DisplayObject< / span >
< / td >
< td class = "description last" > < p > The display object to check against.< / 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#overlap" > Phaser.Sprite#overlap< / 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-693" > line 693< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > True if the bounds of this Sprite intersects at any point with the bounds of the given display object.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / 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 >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-672" > line 672< / a >
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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 >
2014-04-29 14:39:02 +00:00
< 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 = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.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#preUpdate" > Phaser.Sprite#preUpdate< / a >
< / li > < / dd >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
2014-04-29 14:39:02 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-185" > line 185< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > True if the Sprite was rendered, otherwise false.< / p >
< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / 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 Particle. This places the Particle 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 Particle 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 Particle 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 Particle 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 Particle.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-142" > line 142< / a >
< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Particle) This instance.< / p >
< / div >
< / 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 >
2014-05-20 09:12:48 +00:00
< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-460" > line 460< / 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 = "setAlphaData" > < span class = "type-signature" > < / span > setAlphaData< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-112" > line 112< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "setScaleData" > < span class = "type-signature" > < / span > setScaleData< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-127" > line 127< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "update" > < span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Updates the Particle scale or alpha if autoScale and autoAlpha are set.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "Particle.js.html" > gameobjects/Particle.js< / a > , < a href = "Particle.js.html#sunlight-1-line-65" > line 65< / a >
< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2014 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
2014-04-11 12:09:28 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-05-20 09:12:48 +00:00
on Tue May 20 2014 10:06:00 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2014-04-10 22:13:43 +00:00
< / 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( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
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 >