Class: Sprite

Phaser. Sprite

Create a new Sprite object. Sprites are the lifeblood of your game, used for nearly everything visual.

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.

new Sprite(game, x, y, key, frame)

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

frame string | number

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.

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Members

alive

Properties:
Name Type Description
alive boolean

This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.

Default Value:
  • true
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angle

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.

Properties:
Name Type Description
angle number

Gets or sets the Sprites angle of rotation in degrees.

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angle

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.

Properties:
Name Type Description
angle number

The angle of this Image in degrees.

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animations

Properties:
Name Type Description
animations Phaser.AnimationManager

This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)

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animations

Properties:
Name Type Description
animations Phaser.AnimationManager

This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)

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autoCull

Should this Sprite be automatically culled if out of range of the camera? A culled sprite has its renderable property set to 'false'.

Properties:
Name Type Description
autoCull boolean

A flag indicating if the Sprite should be automatically camera culled or not.

Default Value:
  • false
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autoCull

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.

Properties:
Name Type Description
autoCull boolean

A flag indicating if the Sprite should be automatically camera culled or not.

Default Value:
  • false
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body

Properties:
Name Type Description
body Phaser.Physics.Arcade.Body

By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates.

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body

Properties:
Name Type Description
body Phaser.Physics.Arcade.Body

By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates.

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bottomLeft

Properties:
Name Type Description
bottomLeft Phaser.Point

A Point containing the bottom left coordinate of the Sprite. Takes rotation and scale into account.

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bottomRight

Properties:
Name Type Description
bottomRight Phaser.Point

A Point containing the bottom right coordinate of the Sprite. Takes rotation and scale into account.

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bounds

This Rectangle object fully encompasses the Sprite and is updated in real-time. The bounds is the full bounding area after rotation and scale have been taken into account. It should not be modified directly. It's used for Camera culling and physics body alignment.

Properties:
Name Type Description
bounds Phaser.Rectangle
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cameraOffset

Properties:
Name Type Description
cameraOffset Phaser.Point

If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.

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center

Properties:
Name Type Description
center Phaser.Point

A Point containing the center coordinate of the Sprite. Takes rotation and scale into account.

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crop

You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide. The crop is only applied if you have set Sprite.cropEnabled to true.

Properties:
Name Type Description
crop Phaser.Rectangle

The crop Rectangle applied to the Sprite texture before rendering.

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cropEnabled

Properties:
Name Type Description
cropEnabled boolean

If true the Sprite.crop property is used to crop the texture before render. Set to false to disable.

Default Value:
  • false
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currentFrame

Properties:
Name Type Description
currentFrame Phaser.Frame

A reference to the currently displayed frame.

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debug

Properties:
Name Type Description
debug boolean

Handy flag to use with Game.enableStep

Default Value:
  • false
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debug

Properties:
Name Type Description
debug boolean

Handy flag to use with Game.enableStep

Default Value:
  • false
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<readonly> deltaX

Returns the delta x value. The difference between world.x now and in the previous step.

Properties:
Name Type Description
deltaX number

The delta value. Positive if the motion was to the right, negative if to the left.

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<readonly> deltaY

Returns the delta y value. The difference between world.y now and in the previous step.

Properties:
Name Type Description
deltaY number

The delta value. Positive if the motion was downwards, negative if upwards.

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<readonly> deltaZ

Returns the delta z value. The difference between rotation now and in the previous step.

Properties:
Name Type Description
deltaZ number

The delta value.

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events

Properties:
Name Type Description
events Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

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events

Properties:
Name Type Description
events Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

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exists

Properties:
Name Type Description
exists boolean

If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.

Default Value:
  • true
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exists

Properties:
Name Type Description
exists boolean

If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.

Default Value:
  • true
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fixedToCamera

A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.

Properties:
Name Type Description
fixedToCamera boolean

Fixes this Sprite to the Camera.

Default Value:
  • false
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fixedToCamera

A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.

Properties:
Name Type Description
fixedToCamera boolean

Fixes this Sprite to the Camera.

Default Value:
  • false
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frame

Properties:
Name Type Description
frame number

Gets or sets the current frame index and updates the Texture Cache for display.

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frame

Properties:
Name Type Description
frame number

Gets or sets the current frame index and updates the Texture Cache for display.

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frameName

Properties:
Name Type Description
frameName string

Gets or sets the current frame name and updates the Texture Cache for display.

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frameName

Properties:
Name Type Description
frameName string

Gets or sets the current frame name and updates the Texture Cache for display.

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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health

Properties:
Name Type Description
health number

Health value. Used in combination with damage() to allow for quick killing of Sprites.

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health

Properties:
Name Type Description
health number

Health value. Used in combination with damage() to allow for quick killing of Sprites.

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height

The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired. If you wish to crop the Sprite instead see the Sprite.crop value.

Properties:
Name Type Description
height number

The height of the Sprite in pixels.

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<readonly> inCamera

Properties:
Name Type Description
inCamera boolean

Is this sprite visible to the camera or not?

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<readonly> inCamera

Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.

Properties:
Name Type Description
inCamera boolean

True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.

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input

Properties:
Name Type Description
input Phaser.InputHandler

The Input Handler Component.

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input

Properties:
Name Type Description
input Phaser.InputHandler | null

The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.

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inputEnabled

By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this Sprite instance and it will then start to process click/touch events and more.

Properties:
Name Type Description
inputEnabled boolean

Set to true to allow this Sprite to receive input events, otherwise false.

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inputEnabled

By default an Image 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.

Properties:
Name Type Description
inputEnabled boolean

Set to true to allow this object to receive input events.

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inWorld

Properties:
Name Type Description
inWorld boolean

This value is set to true if the Sprite is positioned within the World, otherwise false.

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<readonly> inWorld

Checks if the Image bounds are within the game world, otherwise false if fully outside of it.

Properties:
Name Type Description
inWorld boolean

True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.

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inWorldThreshold

Properties:
Name Type Description
inWorldThreshold number

A threshold value applied to the inWorld check. If you don't want a Sprite to be considered "out of the world" until at least 100px away for example then set it to 100.

Default Value:
  • 0
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key

Properties:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

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key

Properties:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

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lifespan

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.

Properties:
Name Type Description
lifespan number

The lifespan of the Sprite (in ms) before it will be killed.

Default Value:
  • 0
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lifespan

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.

Properties:
Name Type Description
lifespan number

The lifespan of the Sprite (in ms) before it will be killed.

Default Value:
  • 0
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name

Properties:
Name Type Description
name string

The user defined name given to this Sprite.

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name

Properties:
Name Type Description
name string

The user defined name given to this Sprite.

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offset

Properties:
Name Type Description
offset Phaser.Point

Corner point defaults. Should not typically be modified.

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outOfBoundsKill

Properties:
Name Type Description
outOfBoundsKill boolean

If true the Sprite is killed as soon as Sprite.inWorld is false.

Default Value:
  • false
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outOfBoundsKill

Properties:
Name Type Description
outOfBoundsKill boolean

If true the Sprite is killed as soon as Sprite.inWorld is false.

Default Value:
  • false
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renderOrderID

Properties:
Name Type Description
renderOrderID number

Used by the Renderer and Input Manager to control picking order.

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<readonly> renderOrderID

Properties:
Name Type Description
renderOrderID number

The render order ID, reset every frame.

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textureRegion

The rectangular area from the texture that will be rendered.

Properties:
Name Type Description
textureRegion Phaser.Rectangle
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topLeft

Properties:
Name Type Description
topLeft Phaser.Point

A Point containing the top left coordinate of the Sprite. Takes rotation and scale into account.

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topRight

Properties:
Name Type Description
topRight Phaser.Point

A Point containing the top right coordinate of the Sprite. Takes rotation and scale into account.

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<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

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<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

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width

The width of the sprite in pixels, setting this will actually modify the scale to acheive the value desired. If you wish to crop the Sprite instead see the Sprite.crop value.

Properties:
Name Type Description
width number

The width of the Sprite in pixels.

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world

Properties:
Name Type Description
world Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

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world

Properties:
Name Type Description
world Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

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<readonly> worldCenterX

Properties:
Name Type Description
worldCenterX number

The center of the Sprite in world coordinates.

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<readonly> worldCenterY

Properties:
Name Type Description
worldCenterY number

The center of the Sprite in world coordinates.

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x

Properties:
Name Type Description
x number

The x coordinate in world space of this Sprite.

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y

Properties:
Name Type Description
y number

The y coordinate in world space of this Sprite.

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Methods

bringToTop()

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.

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Returns:

(Phaser.Sprite) This instance.

bringToTop()

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.

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Returns:

(Phaser.Sprite) This instance.

centerOn(x, y)

Moves the sprite so its center is located on the given x and y coordinates. Doesn't change the anchor point of the sprite.

Parameters:
Name Type Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

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Returns:

(Phaser.Sprite) This instance.

crop(rect)

Crop allows you to crop the texture used to display this Image. Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.

Parameters:
Name Type Description
rect Phaser.Rectangle

The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.

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damage(amount)

Damages the Sprite, this removes the given amount from the Sprites health property. If health is then taken below zero Sprite.kill is called.

Parameters:
Name Type Description
amount number

The amount to subtract from the Sprite.health value.

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Returns:

(Phaser.Sprite) This instance.

damage(amount)

Damages the Sprite, this removes the given amount from the Sprites health property. If health is then taken below zero Sprite.kill is called.

Parameters:
Name Type Description
amount number

The amount to subtract from the Sprite.health value.

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Returns:

(Phaser.Sprite) This instance.

deltaX() → {number}

Returns the delta x value. The difference between Sprite.x now and in the previous step.

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Returns:

The delta value. Positive if the motion was to the right, negative if to the left.

Type
number

deltaY() → {number}

Returns the delta x value. The difference between Sprite.y now and in the previous step.

Source:
Returns:

The delta value. Positive if the motion was downwards, negative if upwards.

Type
number

destroy()

Destroy this Graphics instance.

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destroy()

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.

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destroy()

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.

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drawPolygon()

/* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled

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getLocalPosition(p, x, y) → {Phaser.Point}

Gets the local position of a coordinate relative to the Sprite, factoring in rotation and scale. Mostly only used internally.

Parameters:
Name Type Description
p Phaser.Point

The Point object to store the results in.

x number

x coordinate within the Sprite to translate.

y number

y coordinate within the Sprite to translate.

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Returns:

The translated point.

Type
Phaser.Point

getLocalUnmodifiedPosition(p, gx, gy) → {Phaser.Point}

Gets the local unmodified position of a coordinate relative to the Sprite, factoring in rotation and scale. Mostly only used internally by the Input Manager, but also useful for custom hit detection.

Parameters:
Name Type Description
p Phaser.Point

The Point object to store the results in.

gx number

x coordinate within the Sprite to translate.

gy number

y coordinate within the Sprite to translate.

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Returns:

The translated point.

Type
Phaser.Point

kill()

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.

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Returns:

(Phaser.Sprite) This instance.

kill()

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.

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Returns:

(Phaser.Sprite) This instance.

loadTexture(key, frame)

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.

Parameters:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

frame string | number

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.

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loadTexture(key, frame)

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.

Parameters:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

frame string | number

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.

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play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

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.

Parameters:
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump".

frameRate number <optional>
null

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.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

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Returns:

A reference to playing Animation instance.

Type
Phaser.Animation

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

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.

Parameters:
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump".

frameRate number <optional>
null

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.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

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Returns:

A reference to playing Animation instance.

Type
Phaser.Animation

postUpdate()

Internal function called by the World postUpdate cycle.

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postUpdate()

Internal function called by the World postUpdate cycle.

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preUpdate()

Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.

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preUpdate()

Automatically called by World.preUpdate.

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reset(x, y, health)

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.

Parameters:
Name Type Argument Default Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

health number <optional>
1

The health to give the Sprite.

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Returns:

(Phaser.Sprite) This instance.

reset(x, y, health)

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.

Parameters:
Name Type Argument Default Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

health number <optional>
1

The health to give the Sprite.

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Returns:

(Phaser.Sprite) This instance.

resetCrop()

Resets the Sprite.crop value back to the frame dimensions.

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revive(health)

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.

Parameters:
Name Type Argument Default Description
health number <optional>
1

The health to give the Sprite.

Source:
Returns:

(Phaser.Sprite) This instance.

revive(health)

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.

Parameters:
Name Type Argument Default Description
health number <optional>
1

The health to give the Sprite.

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Returns:

(Phaser.Sprite) This instance.

updateAnimation()

Internal function called by preUpdate.

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updateBounds()

Internal function called by preUpdate.

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updateCache()

Internal function called by preUpdate.

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updateCrop()

Internal function called by preUpdate.

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Class: Sprite

Phaser. Sprite

Create a new Sprite object. Sprites are the lifeblood of your game, used for nearly everything visual.

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.

new Sprite(game, x, y, key, frame)

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

frame string | number

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.

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Members

alive

Properties:
Name Type Description
alive boolean

This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.

Default Value:
  • true
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angle

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.

Properties:
Name Type Description
angle number

Gets or sets the Sprites angle of rotation in degrees.

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angle

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.

Properties:
Name Type Description
angle number

The angle of this Image in degrees.

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animations

Properties:
Name Type Description
animations Phaser.AnimationManager

This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)

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animations

Properties:
Name Type Description
animations Phaser.AnimationManager

This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)

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autoCull

Should this Sprite be automatically culled if out of range of the camera? A culled sprite has its renderable property set to 'false'.

Properties:
Name Type Description
autoCull boolean

A flag indicating if the Sprite should be automatically camera culled or not.

Default Value:
  • false
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autoCull

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.

Properties:
Name Type Description
autoCull boolean

A flag indicating if the Sprite should be automatically camera culled or not.

Default Value:
  • false
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body

Properties:
Name Type Description
body Phaser.Physics.Arcade.Body

By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates.

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body

Properties:
Name Type Description
body Phaser.Physics.Arcade.Body

By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates.

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bottomLeft

Properties:
Name Type Description
bottomLeft Phaser.Point

A Point containing the bottom left coordinate of the Sprite. Takes rotation and scale into account.

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bottomRight

Properties:
Name Type Description
bottomRight Phaser.Point

A Point containing the bottom right coordinate of the Sprite. Takes rotation and scale into account.

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bounds

This Rectangle object fully encompasses the Sprite and is updated in real-time. The bounds is the full bounding area after rotation and scale have been taken into account. It should not be modified directly. It's used for Camera culling and physics body alignment.

Properties:
Name Type Description
bounds Phaser.Rectangle
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cameraOffset

Properties:
Name Type Description
cameraOffset Phaser.Point

If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.

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center

Properties:
Name Type Description
center Phaser.Point

A Point containing the center coordinate of the Sprite. Takes rotation and scale into account.

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crop

You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide. The crop is only applied if you have set Sprite.cropEnabled to true.

Properties:
Name Type Description
crop Phaser.Rectangle

The crop Rectangle applied to the Sprite texture before rendering.

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cropEnabled

Properties:
Name Type Description
cropEnabled boolean

If true the Sprite.crop property is used to crop the texture before render. Set to false to disable.

Default Value:
  • false
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currentFrame

Properties:
Name Type Description
currentFrame Phaser.Frame

A reference to the currently displayed frame.

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debug

Properties:
Name Type Description
debug boolean

Handy flag to use with Game.enableStep

Default Value:
  • false
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debug

Properties:
Name Type Description
debug boolean

Handy flag to use with Game.enableStep

Default Value:
  • false
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<readonly> deltaX

Returns the delta x value. The difference between world.x now and in the previous step.

Properties:
Name Type Description
deltaX number

The delta value. Positive if the motion was to the right, negative if to the left.

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<readonly> deltaY

Returns the delta y value. The difference between world.y now and in the previous step.

Properties:
Name Type Description
deltaY number

The delta value. Positive if the motion was downwards, negative if upwards.

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<readonly> deltaZ

Returns the delta z value. The difference between rotation now and in the previous step.

Properties:
Name Type Description
deltaZ number

The delta value.

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events

Properties:
Name Type Description
events Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

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events

Properties:
Name Type Description
events Phaser.Events

The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.

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exists

Properties:
Name Type Description
exists boolean

If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.

Default Value:
  • true
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exists

Properties:
Name Type Description
exists boolean

If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.

Default Value:
  • true
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fixedToCamera

A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.

Properties:
Name Type Description
fixedToCamera boolean

Fixes this Sprite to the Camera.

Default Value:
  • false
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fixedToCamera

A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.

Properties:
Name Type Description
fixedToCamera boolean

Fixes this Sprite to the Camera.

Default Value:
  • false
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frame

Properties:
Name Type Description
frame number

Gets or sets the current frame index and updates the Texture Cache for display.

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frame

Properties:
Name Type Description
frame number

Gets or sets the current frame index and updates the Texture Cache for display.

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frameName

Properties:
Name Type Description
frameName string

Gets or sets the current frame name and updates the Texture Cache for display.

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frameName

Properties:
Name Type Description
frameName string

Gets or sets the current frame name and updates the Texture Cache for display.

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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health

Properties:
Name Type Description
health number

Health value. Used in combination with damage() to allow for quick killing of Sprites.

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health

Properties:
Name Type Description
health number

Health value. Used in combination with damage() to allow for quick killing of Sprites.

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height

The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired. If you wish to crop the Sprite instead see the Sprite.crop value.

Properties:
Name Type Description
height number

The height of the Sprite in pixels.

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<readonly> inCamera

Properties:
Name Type Description
inCamera boolean

Is this sprite visible to the camera or not?

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<readonly> inCamera

Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.

Properties:
Name Type Description
inCamera boolean

True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.

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input

Properties:
Name Type Description
input Phaser.InputHandler

The Input Handler Component.

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input

Properties:
Name Type Description
input Phaser.InputHandler | null

The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.

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inputEnabled

By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is activated for this Sprite instance and it will then start to process click/touch events and more.

Properties:
Name Type Description
inputEnabled boolean

Set to true to allow this Sprite to receive input events, otherwise false.

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inputEnabled

By default an Image 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.

Properties:
Name Type Description
inputEnabled boolean

Set to true to allow this object to receive input events.

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inWorld

Properties:
Name Type Description
inWorld boolean

This value is set to true if the Sprite is positioned within the World, otherwise false.

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<readonly> inWorld

Checks if the Image bounds are within the game world, otherwise false if fully outside of it.

Properties:
Name Type Description
inWorld boolean

True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.

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inWorldThreshold

Properties:
Name Type Description
inWorldThreshold number

A threshold value applied to the inWorld check. If you don't want a Sprite to be considered "out of the world" until at least 100px away for example then set it to 100.

Default Value:
  • 0
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key

Properties:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

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key

Properties:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

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lifespan

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.

Properties:
Name Type Description
lifespan number

The lifespan of the Sprite (in ms) before it will be killed.

Default Value:
  • 0
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lifespan

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.

Properties:
Name Type Description
lifespan number

The lifespan of the Sprite (in ms) before it will be killed.

Default Value:
  • 0
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name

Properties:
Name Type Description
name string

The user defined name given to this Sprite.

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name

Properties:
Name Type Description
name string

The user defined name given to this Sprite.

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offset

Properties:
Name Type Description
offset Phaser.Point

Corner point defaults. Should not typically be modified.

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outOfBoundsKill

Properties:
Name Type Description
outOfBoundsKill boolean

If true the Sprite is killed as soon as Sprite.inWorld is false.

Default Value:
  • false
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outOfBoundsKill

Properties:
Name Type Description
outOfBoundsKill boolean

If true the Sprite is killed as soon as Sprite.inWorld is false.

Default Value:
  • false
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renderOrderID

Properties:
Name Type Description
renderOrderID number

Used by the Renderer and Input Manager to control picking order.

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<readonly> renderOrderID

Properties:
Name Type Description
renderOrderID number

The render order ID, reset every frame.

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textureRegion

The rectangular area from the texture that will be rendered.

Properties:
Name Type Description
textureRegion Phaser.Rectangle
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topLeft

Properties:
Name Type Description
topLeft Phaser.Point

A Point containing the top left coordinate of the Sprite. Takes rotation and scale into account.

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topRight

Properties:
Name Type Description
topRight Phaser.Point

A Point containing the top right coordinate of the Sprite. Takes rotation and scale into account.

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<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

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<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

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width

The width of the sprite in pixels, setting this will actually modify the scale to acheive the value desired. If you wish to crop the Sprite instead see the Sprite.crop value.

Properties:
Name Type Description
width number

The width of the Sprite in pixels.

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world

Properties:
Name Type Description
world Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

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world

Properties:
Name Type Description
world Phaser.Point

The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.

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<readonly> worldCenterX

Properties:
Name Type Description
worldCenterX number

The center of the Sprite in world coordinates.

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<readonly> worldCenterY

Properties:
Name Type Description
worldCenterY number

The center of the Sprite in world coordinates.

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x

Properties:
Name Type Description
x number

The x coordinate in world space of this Sprite.

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y

Properties:
Name Type Description
y number

The y coordinate in world space of this Sprite.

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Methods

bringToTop()

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.

Source:
Returns:

(Phaser.Sprite) This instance.

bringToTop()

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.

Source:
Returns:

(Phaser.Sprite) This instance.

centerOn(x, y)

Moves the sprite so its center is located on the given x and y coordinates. Doesn't change the anchor point of the sprite.

Parameters:
Name Type Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

Source:
Returns:

(Phaser.Sprite) This instance.

crop(rect)

Crop allows you to crop the texture used to display this Image. Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.

Parameters:
Name Type Description
rect Phaser.Rectangle

The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.

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damage(amount)

Damages the Sprite, this removes the given amount from the Sprites health property. If health is then taken below zero Sprite.kill is called.

Parameters:
Name Type Description
amount number

The amount to subtract from the Sprite.health value.

Source:
Returns:

(Phaser.Sprite) This instance.

damage(amount)

Damages the Sprite, this removes the given amount from the Sprites health property. If health is then taken below zero Sprite.kill is called.

Parameters:
Name Type Description
amount number

The amount to subtract from the Sprite.health value.

Source:
Returns:

(Phaser.Sprite) This instance.

deltaX() → {number}

Returns the delta x value. The difference between Sprite.x now and in the previous step.

Source:
Returns:

The delta value. Positive if the motion was to the right, negative if to the left.

Type
number

deltaY() → {number}

Returns the delta x value. The difference between Sprite.y now and in the previous step.

Source:
Returns:

The delta value. Positive if the motion was downwards, negative if upwards.

Type
number

destroy()

Destroy this Graphics instance.

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destroy()

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.

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destroy()

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.

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drawPolygon()

/* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled

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getLocalPosition(p, x, y) → {Phaser.Point}

Gets the local position of a coordinate relative to the Sprite, factoring in rotation and scale. Mostly only used internally.

Parameters:
Name Type Description
p Phaser.Point

The Point object to store the results in.

x number

x coordinate within the Sprite to translate.

y number

y coordinate within the Sprite to translate.

Source:
Returns:

The translated point.

Type
Phaser.Point

getLocalUnmodifiedPosition(p, gx, gy) → {Phaser.Point}

Gets the local unmodified position of a coordinate relative to the Sprite, factoring in rotation and scale. Mostly only used internally by the Input Manager, but also useful for custom hit detection.

Parameters:
Name Type Description
p Phaser.Point

The Point object to store the results in.

gx number

x coordinate within the Sprite to translate.

gy number

y coordinate within the Sprite to translate.

Source:
Returns:

The translated point.

Type
Phaser.Point

kill()

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.

Source:
Returns:

(Phaser.Sprite) This instance.

kill()

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.

Source:
Returns:

(Phaser.Sprite) This instance.

loadTexture(key, frame)

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.

Parameters:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

frame string | number

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.

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loadTexture(key, frame)

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.

Parameters:
Name Type Description
key string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture

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.

frame string | number

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.

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play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

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.

Parameters:
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump".

frameRate number <optional>
null

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.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

Source:
Returns:

A reference to playing Animation instance.

Type
Phaser.Animation

play(name, frameRate, loop, killOnComplete) → {Phaser.Animation}

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.

Parameters:
Name Type Argument Default Description
name string

The name of the animation to be played, e.g. "fire", "walk", "jump".

frameRate number <optional>
null

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.

loop boolean <optional>
false

Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.

killOnComplete boolean <optional>
false

If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.

Source:
Returns:

A reference to playing Animation instance.

Type
Phaser.Animation

postUpdate()

Internal function called by the World postUpdate cycle.

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postUpdate()

Internal function called by the World postUpdate cycle.

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preUpdate()

Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.

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preUpdate()

Automatically called by World.preUpdate.

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reset(x, y, health)

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.

Parameters:
Name Type Argument Default Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

health number <optional>
1

The health to give the Sprite.

Source:
Returns:

(Phaser.Sprite) This instance.

reset(x, y, health)

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.

Parameters:
Name Type Argument Default Description
x number

The x coordinate (in world space) to position the Sprite at.

y number

The y coordinate (in world space) to position the Sprite at.

health number <optional>
1

The health to give the Sprite.

Source:
Returns:

(Phaser.Sprite) This instance.

resetCrop()

Resets the Sprite.crop value back to the frame dimensions.

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revive(health)

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.

Parameters:
Name Type Argument Default Description
health number <optional>
1

The health to give the Sprite.

Source:
Returns:

(Phaser.Sprite) This instance.

revive(health)

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.

Parameters:
Name Type Argument Default Description
health number <optional>
1

The health to give the Sprite.

Source:
Returns:

(Phaser.Sprite) This instance.

updateAnimation()

Internal function called by preUpdate.

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updateBounds()

Internal function called by preUpdate.

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updateCache()

Internal function called by preUpdate.

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updateCrop()

Internal function called by preUpdate.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Sat Feb 08 2014 07:19:50 GMT-0000 (GMT) using the DocStrap template.