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< title > Phaser Class: Sprite< / title >
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< a href = "Phaser.Animation.html" > Animation< / a >
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< a href = "Phaser.AnimationManager.html" > AnimationManager< / a >
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< a href = "Phaser.AnimationParser.html" > AnimationParser< / a >
< / li >
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< li >
< a href = "Phaser.BitmapData.html" > BitmapData< / a >
< / li >
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< a href = "Phaser.BitmapFont.html" > BitmapFont< / a >
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< a href = "Phaser.BitmapText.html" > BitmapText< / a >
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< a href = "Phaser.Button.html" > Button< / a >
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< a href = "Phaser.Cache.html" > Cache< / a >
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< a href = "Phaser.Camera.html" > Camera< / a >
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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.Events.html" > Events< / a >
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< a href = "Phaser.Filter.html" > Filter< / a >
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< li >
< 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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< li >
< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
< / li >
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< li >
< a href = "Phaser.Gamepad.html" > Gamepad< / a >
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< li >
< a href = "Phaser.GamepadButton.html" > GamepadButton< / a >
< / li >
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< li >
< a href = "Phaser.Graphics.html" > Graphics< / a >
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< li >
< a href = "Phaser.Group.html" > Group< / a >
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< li >
< a href = "Phaser.Image.html" > Image< / a >
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< li >
< a href = "Phaser.Input.html" > Input< / a >
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< li >
< a href = "Phaser.InputHandler.html" > InputHandler< / a >
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< a href = "Phaser.Key.html" > Key< / a >
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< li >
< a href = "Phaser.Keyboard.html" > Keyboard< / a >
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< li >
< a href = "Phaser.Line.html" > Line< / a >
< / li >
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< li >
< a href = "Phaser.LinkedList.html" > LinkedList< / a >
< / li >
< li >
< 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 >
< a href = "Phaser.Net.html" > Net< / a >
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< li >
< a href = "Phaser.Particles.html" > Particles< / a >
< / li >
< li >
< a href = "Phaser.Particles.Arcade.Emitter.html" > Emitter< / a >
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< li >
< a href = "Phaser.Physics.html" > Physics< / a >
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< li >
< a href = "Phaser.Physics.Arcade.html" > Arcade< / a >
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< li >
< a href = "Phaser.Physics.Body.html" > Body< / a >
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< li >
< a href = "Phaser.Physics.CollisionGroup.html" > CollisionGroup< / a >
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< li >
< a href = "Phaser.Physics.ContactMaterial.html" > ContactMaterial< / a >
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< li >
< a href = "Phaser.Physics.InversePointProxy.html" > InversePointProxy< / a >
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< li >
< a href = "Phaser.Physics.Material.html" > Material< / a >
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< li >
< a href = "Phaser.Physics.PointProxy.html" > PointProxy< / a >
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< li >
< a href = "Phaser.Physics.Spring.html" > Spring< / a >
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< li >
< a href = "Phaser.Physics.World.html" > World< / a >
< / li >
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< li >
< a href = "Phaser.Plugin.html" > Plugin< / a >
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< li >
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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< li >
< a href = "Phaser.Point.html" > Point< / a >
< / li >
< li >
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
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< li >
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
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< li >
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
< li >
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
< li >
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
< li >
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
< li >
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
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< li >
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li >
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
< li >
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
< li >
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li >
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li >
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
< li >
< a href = "Phaser.StageScaleMode.html" > StageScaleMode< / a >
< / li >
< li >
< a href = "Phaser.State.html" > State< / a >
< / li >
< li >
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
< li >
< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li >
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
< li >
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
< li >
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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< li >
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
< li >
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li >
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
< li >
< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li >
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li >
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li >
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
< li >
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
< li >
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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< li >
< a href = "Phaser.Utils.html" > Utils< / a >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
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< a href = "Phaser.World.html" > World< / a >
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< a href = "SignalBinding.html" > SignalBinding< / a >
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< / li >
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li >
< a href = "global.html#canUseNewCanvasBlendModes" > canUseNewCanvasBlendModes< / a >
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< li >
< a href = "global.html#getBounds" > getBounds< / a >
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< a href = "global.html#getNextPowerOfTwo" > getNextPowerOfTwo< / a >
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< a href = "global.html#hex2rgb" > hex2rgb< / a >
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< a href = "global.html#hitTest" > hitTest< / a >
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< a href = "global.html#rgb2hex" > rgb2hex< / a >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: Sprite< / h1 >
< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Sprite
< / h2 >
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< div class = "class-description" > < p > Create a new < code > Sprite< / code > object. Sprites are the lifeblood of your game, used for nearly everything visual.< / p >
< p > At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.< / p > < / div >
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< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name" id = "Sprite" > < span class = "type-signature" > < / span > new Sprite< 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 Sprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
< 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 >
|
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > PIXI.Texture< / span >
< / td >
< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / p > < / td >
< / tr >
< 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 = "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-24" > line 24< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
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< h3 class = "subsection-title" > Extends< / h3 >
< ul >
< li > PIXI.Sprite< / li >
< / ul >
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< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name" id = "angle" > < span class = "type-signature" > < / span > angle< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > angle< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The angle of this Sprite in degrees.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-645" > line 645< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "animations" > < span class = "type-signature" > < / span > animations< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > animations< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span >
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< / td >
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< td class = "description last" > < p > This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< 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-56" > line 56< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "autoCull" > < span class = "type-signature" > < / span > autoCull< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< 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 >
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< / 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 >
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< td class = "name" > < code > autoCull< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > A flag indicating if the Sprite should be automatically camera culled or not.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-94" > line 94< / a >
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< h4 class = "name" id = "body" > < span class = "type-signature" > < / span > body< span class = "type-signature" > < / span > < / h4 >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< td class = "name" > < code > body< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Physics.Body.html" > Phaser.Physics.Body< / a > < / span >
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|
< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > The Sprites physics Body. Will be null unless physics has been enabled via < code > Sprite.physicsEnabled = true< / code > .< / p > < / td >
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< / tr >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-104" > line 104< / a >
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< h4 class = "name" id = "cameraOffset" > < span class = "type-signature" > < / span > cameraOffset< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
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< th class = "last" > Description< / th >
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< td class = "name" > < code > cameraOffset< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > 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 >
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< dt class = "tag-source" > Source:< / dt >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-143" > line 143< / a >
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< h4 class = "name" id = "checkWorldBounds" > < span class = "type-signature" > < / span > checkWorldBounds< span class = "type-signature" > < / span > < / h4 >
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< / dt >
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< div class = "description" >
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< 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 >
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< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
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< table class = "props table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< td class = "name" > < code > checkWorldBounds< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < / td >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-126" > line 126< / a >
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< h4 class = "name" id = "debug" > < span class = "type-signature" > < / span > debug< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
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< th class = "last" > Description< / th >
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< td class = "name" > < code > debug< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Handy flag to use with Game.enableStep< / p > < / td >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< h4 class = "name" id = "deltaX" > < span class = "type-signature" > < readonly> < / span > deltaX< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns the delta x value. The difference between world.x now and in the previous step.< / p >
< / div >
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< h5 class = "subsection-title" > Properties:< / h5 >
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< th class = "last" > Description< / th >
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< td class = "name" > < code > deltaX< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value. Positive if the motion was to the right, negative if to the left.< / p > < / td >
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< h4 class = "name" id = "deltaY" > < span class = "type-signature" > < readonly> < / span > deltaY< span class = "type-signature" > < / span > < / h4 >
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< p > Returns the delta y value. The difference between world.y now and in the previous step.< / p >
< / div >
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< td class = "name" > < code > deltaY< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value. Positive if the motion was downwards, negative if upwards.< / p > < / td >
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< dt class = "tag-source" > Source:< / dt >
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< h4 class = "name" id = "deltaZ" > < span class = "type-signature" > < readonly> < / span > deltaZ< span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Returns the delta z value. The difference between rotation now and in the previous step.< / p >
< / div >
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< td class = "name" > < code > deltaZ< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The delta value.< / p > < / td >
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< dt class = "tag-source" > Source:< / dt >
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< h4 class = "name" id = "events" > < span class = "type-signature" > < / span > events< span class = "type-signature" > < / span > < / h4 >
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< td class = "name" > < code > events< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Events.html" > Phaser.Events< / a > < / span >
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< / td >
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< 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 >
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< h4 class = "name" id = "exists" > < span class = "type-signature" > < / span > exists< span class = "type-signature" > < / span > < / h4 >
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< div class = "description" >
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< 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 >
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< th > Name< / th >
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< td class = "name" > < code > exists< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > If the Sprite is processed by the core game update and physics.< / p > < / td >
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< dt class = "tag-source" > Source:< / dt >
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< h4 class = "name" id = "fixedToCamera" > < span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > < / span > < / h4 >
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< dd >
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< 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 >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
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< table class = "props table table-striped" >
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< th > Name< / th >
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< th class = "last" > Description< / th >
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< td class = "name" > < code > fixedToCamera< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Set to true to fix this Sprite to the Camera at its current world coordinates.< / p > < / td >
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< h4 class = "name" id = "frame" > < span class = "type-signature" > < / span > frame< span class = "type-signature" > < / span > < / h4 >
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< th > Name< / th >
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< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame index and updates the Texture Cache for display.< / p > < / td >
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< h4 class = "name" id = "frameName" > < span class = "type-signature" > < / span > frameName< span class = "type-signature" > < / span > < / h4 >
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< td class = "name" > < code > frameName< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > Gets or sets the current frame name and updates the Texture Cache for display.< / p > < / td >
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< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > game< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
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< / td >
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< td class = "description last" > < p > A reference to the currently running Game.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-34" > line 34< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "health" > < span class = "type-signature" > < / span > health< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > health< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Health value. Used in combination with damage() to allow for quick killing of Sprites.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-109" > line 109< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "inCamera" > < span class = "type-signature" > < readonly> < / span > inCamera< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it.< / p >
< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > inCamera< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-737" > line 737< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "input" > < span class = "type-signature" > < / span > input< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > input< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
|
< span class = "param-type" > null< / span >
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< / td >
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< 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 >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-99" > line 99< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "inputEnabled" > < span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< 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 >
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< / 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 >
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< td class = "name" > < code > inputEnabled< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Set to true to allow this object to receive input events.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "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 >
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< dt >
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< h4 class = "name" id = "inWorld" > < span class = "type-signature" > < readonly> < / span > inWorld< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Checks if the Sprite bounds are within the game world, otherwise false if fully outside of it.< / p >
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< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > inWorld< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > True if the Sprite bounds is within the game world, even if only partially. Otherwise false if fully outside of it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-720" > line 720< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "key" > < span class = "type-signature" > < / span > key< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< 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 >
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< / td >
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< 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 >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-61" > line 61< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "lifespan" > < span class = "type-signature" > < / span > lifespan< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< 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 >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > lifespan< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The lifespan of the Sprite (in ms) before it will be killed.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 0< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-117" > line 117< / a >
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< dt >
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< h4 class = "name" id = "name" > < span class = "type-signature" > < / span > name< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The user defined name given to this Sprite.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-40" > line 40< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "outOfBoundsKill" > < span class = "type-signature" > < / span > outOfBoundsKill< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > outOfBoundsKill< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-132" > line 132< / a >
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< / li > < / ul > < / dd >
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< dt >
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< h4 class = "name" id = "physicsEnabled" > < span class = "type-signature" > < / span > physicsEnabled< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > By default Sprites won't add themselves to the physics world. By setting physicsEnabled to true a Rectangle physics body is
attached to this Sprite matching its placement and dimensions, and will then start to process physics world updates.
You can access all physics related properties via Sprite.body.< / p >
< p > Important: Enabling a Sprite for physics will automatically set < code > Sprite.anchor< / code > to 0.5 s0 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 >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > physicsEnabled< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "description last" > < p > Set to true to add this Sprite to the physics world. Set to false to destroy the body and remove it from the physics world.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-837" > line 837< / a >
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< / li > < / ul > < / dd >
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< / dd >
< dt >
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< h4 class = "name" id = "renderOrderID" > < span class = "type-signature" > < readonly> < / span > renderOrderID< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > renderOrderID< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The render order ID, reset every frame.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< dt >
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< h4 class = "name" id = "type" > < span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > type< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The const type of this object.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-46" > line 46< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< h4 class = "name" id = "world" > < span class = "type-signature" > < / span > world< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > world< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "description last" > < p > The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-84" > line 84< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< h4 class = "name" id = "bringToTop" > < span class = "type-signature" > < / span > bringToTop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< 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 >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-598" > line 598< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
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< / dd >
< dt >
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< h4 class = "name" id = "crop" > < span class = "type-signature" > < / span > crop< span class = "signature" > (rect)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< 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.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > rect< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< 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 >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-386" > line 386< / a >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "damage" > < span class = "type-signature" > < / span > damage< span class = "signature" > (amount)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Damages the Sprite, this removes the given amount from the Sprites health property.
If health is then taken below zero Sprite.kill is called.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > amount< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > The amount to subtract from the Sprite.health value.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-537" > line 537< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
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< / dd >
< dt >
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< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< 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 >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-486" > line 486< / a >
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< / li > < / ul > < / dd >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "kill" > < span class = "type-signature" > < / span > kill< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< 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 >
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< / div >
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< dl class = "details" >
< 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-461" > line 461< / a >
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< / li > < / ul > < / dd >
< / dl >
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< h5 > Returns:< / h5 >
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< div class = "param-desc" >
< p > (Phaser.Sprite) This instance.< / p >
< / div >
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< / dd >
< dt >
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< h4 class = "name" id = "loadTexture" > < span class = "type-signature" > < / span > loadTexture< span class = "signature" > (key, frame)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< 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 >
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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 >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
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< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
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< span class = "param-type" > PIXI.Texture< / span >
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< / td >
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< 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 >
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< / tr >
< tr >
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< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
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< span class = "param-type" > number< / span >
< / td >
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< 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 >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-314" > line 314< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
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< 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 >
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< / dt >
< dd >
< div class = "description" >
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< 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 >
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< / 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 >
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< td class = "name" > < code > name< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The name of the animation to be played, e.g. " fire" , " walk" , " jump" .< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > frameRate< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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null
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< / td >
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< 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 >
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< / tr >
< tr >
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< td class = "name" > < code > loop< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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false
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< / td >
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< 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 >
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< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "Sprite.js.html" > gameobjects/Sprite.js< / a > , < a href = "Sprite.js.html#sunlight-1-line-624" > line 624< / a >
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< / li > < / ul > < / dd >
< / dl >
< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > A reference to playing Animation instance.< / p >
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< / div >
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< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > < a href = "Phaser.Animation.html" > Phaser.Animation< / a > < / span >
< / dd >
< / dl >
< / dd >
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< 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 = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
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< / dd >
< dt >
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< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Automatically called by World.preUpdate.< / p >
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< / div >
< dl class = "details" >
< 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-171" > line 171< / a >
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< / li > < / ul > < / dd >
< / dl >
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< 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 >
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< / dd >
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< dt >
< h4 class = "name" id = "reset" > < span class = "type-signature" > < / span > reset< span class = "signature" > (x, y, < span class = "optional" > health< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
If the Sprite has a physics body that too is reset.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
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< 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 = "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-562" > line 562< / 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 = "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 = "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-433" > line 433< / 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 >
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< h4 class = "name" id = "update" > < span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Override and use this function in your own custom objects to handle any update requirements you may have.< / p >
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< / div >
< dl class = "details" >
< 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-274" > line 274< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Mon Feb 24 2014 12:11:45 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >