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

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 Sprite 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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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.Body | null

The Sprites physics Body. Will be null unless physics has been enabled via Sprite.physicsEnabled = true.

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cameraOffset

Properties:
Name Type Description
cameraOffset Phaser.Point

If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.

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checkWorldBounds

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.

Properties:
Name Type Description
checkWorldBounds boolean
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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exists

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.

Properties:
Name Type Description
exists boolean

If the Sprite is processed by the core game update and physics.

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fixedToCamera

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

Properties:
Name Type Description
fixedToCamera boolean

Set to true to fix this Sprite to the Camera at its current world coordinates.

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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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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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<readonly> inCamera

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

Properties:
Name Type Description
inCamera boolean

True if the Sprite 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 | 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 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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<readonly> inWorld

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

Properties:
Name Type Description
inWorld boolean

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

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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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name

Properties:
Name Type Description
name string

The user defined name given to this Sprite.

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outOfBoundsKill

Properties:
Name Type Description
outOfBoundsKill boolean

If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.

Default Value:
  • false
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physicsEnabled

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.

Important: Enabling a Sprite for physics will automatically set Sprite.anchor 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.

Properties:
Name Type Description
physicsEnabled boolean

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.

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<readonly> renderOrderID

Properties:
Name Type Description
renderOrderID number

The render order ID, reset every frame.

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<readonly> type

Properties:
Name Type Description
type number

The const type of this object.

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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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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.

crop(rect)

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.

Parameters:
Name Type Description
rect Phaser.Rectangle

The Rectangle to crop the Sprite 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.

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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drawPolygon()

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

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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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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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preUpdate() → {boolean}

Automatically called by World.preUpdate.

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Returns:

True if the Sprite was rendered, otherwise false.

Type
boolean

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.

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.

update()

Override and use this function in your own custom objects to handle any update requirements you may have.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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