new Sprite(game, x, y, key, frame)
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.
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. |
- Source - gameobjects/Sprite.js, line 23
Extends
Members
-
alive :boolean
-
A useful boolean to control if the Sprite is alive or dead (in terms of your gameplay, it doesn't effect rendering). Also linked to Sprite.health and Sprite.damage.
- Default Value:
- true
- Source - gameobjects/Sprite.js, line 111
-
alpha :Number
-
The opacity of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 65
-
anchor :PIXI.Point
-
The anchor sets the origin point of the texture. The default is 0,0 this means the texture's origin is the top left Setting than anchor to 0.5,0.5 means the textures origin is centered Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
- Inherited From:
- Source - pixi/display/Sprite.js, line 22
-
angle :number
-
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. The angle of this Sprite in degrees.
- Source - gameobjects/Sprite.js, line 979
-
animations :Phaser.AnimationManager
-
This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
- Source - gameobjects/Sprite.js, line 60
-
autoCull :boolean
-
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. A flag indicating if the Sprite should be automatically camera culled or not.
- Default Value:
- false
- Source - gameobjects/Sprite.js, line 87
-
blendMode :Number
-
The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
- Inherited From:
- Default Value:
- PIXI.blendModes.NORMAL;
- Source - pixi/display/Sprite.js, line 68
-
body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null
-
By default Sprites won't add themselves to any physics system and their physics body will be
null
. To enable them for physics you need to callgame.physics.enable(sprite, system)
wheresprite
is this object andsystem
is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties viaSprite.body
.Important: Enabling a Sprite for P2 or Ninja physics will automatically set
Sprite.anchor
to 0.5 so the physics body is centered on the Sprite. If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.Type:
- Default Value:
- null
- Source - gameobjects/Sprite.js, line 105
-
buttonMode :Boolean
-
This is used to indicate if the displayObject should display a mouse hand cursor on rollover
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 90
-
cacheAsBitmap :Boolean
-
Set if this display object is cached as a bitmap. This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. To remove simply set this property to 'null'
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 436
-
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.
- Source - gameobjects/Sprite.js, line 153
-
checkWorldBounds :boolean
-
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.
- Default Value:
- false
- Source - gameobjects/Sprite.js, line 136
-
<readonly> children :Array.<DisplayObject>
-
[read-only] The array of children of this container.
Type:
- Array.<DisplayObject>
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 17
-
cropRect :Phaser.Rectangle
-
The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.
- Default Value:
- null
- Source - gameobjects/Sprite.js, line 159
-
debug :boolean
-
Handy flag to use with Game.enableStep
- Default Value:
- false
- Source - gameobjects/Sprite.js, line 148
-
<readonly> deltaX :number
-
Returns the delta x value. The difference between world.x now and in the previous step. The delta value. Positive if the motion was to the right, negative if to the left.
- Source - gameobjects/Sprite.js, line 1003
-
<readonly> deltaY :number
-
Returns the delta y value. The difference between world.y now and in the previous step. The delta value. Positive if the motion was downwards, negative if upwards.
- Source - gameobjects/Sprite.js, line 1020
-
<readonly> deltaZ :number
-
Returns the delta z value. The difference between rotation now and in the previous step. The delta value.
- Source - gameobjects/Sprite.js, line 1037
-
destroyPhase :boolean
-
True if this object is currently being destroyed.
- Source - gameobjects/Sprite.js, line 1349
-
events :Phaser.Events
-
The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
- Source - gameobjects/Sprite.js, line 55
-
exists :boolean
-
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. If the Sprite is processed by the core game update and physics.
- Source - gameobjects/Sprite.js, line 1183
-
filterArea :PIXI.Rectangle
-
The area the filter is applied to like the hitArea this is used as more of an optimisation rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 180
-
filters :Array.<Filter>
-
Sets the filters for the displayObject. IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'
Type:
- Array.<Filter>
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 400
-
fixedToCamera :boolean
-
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 Set to true to fix this Sprite to the Camera at its current world coordinates.
- Source - gameobjects/Sprite.js, line 1230
-
frame :number
-
Gets or sets the current frame index and updates the Texture Cache for display.
- Source - gameobjects/Sprite.js, line 1095
-
frameName :string
-
Gets or sets the current frame name and updates the Texture Cache for display.
- Source - gameobjects/Sprite.js, line 1111
-
game :Phaser.Game
-
A reference to the currently running Game.
- Source - gameobjects/Sprite.js, line 33
-
health :number
-
Health value. Used in combination with damage() to allow for quick killing of Sprites.
- Source - gameobjects/Sprite.js, line 116
-
height :Number
-
The height of the sprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/Sprite.js, line 119
-
hitArea :PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon
-
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
Type:
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 81
-
<readonly> inCamera :boolean
-
Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it. True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
- Source - gameobjects/Sprite.js, line 1071
-
input :Phaser.InputHandler|null
-
The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
Type:
- Phaser.InputHandler | null
- Source - gameobjects/Sprite.js, line 92
-
inputEnabled :boolean
-
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. Set to true to allow this object to receive input events.
- Source - gameobjects/Sprite.js, line 1142
-
<readonly> inWorld :boolean
-
Checks if the Sprite bounds are within the game world, otherwise false if fully outside of it. True if the Sprite bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
- Source - gameobjects/Sprite.js, line 1054
-
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.
Type:
- string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture
- Source - gameobjects/Sprite.js, line 65
-
lifespan :number
-
To given a Sprite a lifespan, in milliseconds, once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
The lifespan is decremented by
game.time.physicsElapsed
(converted to milliseconds) each logic update, and kill is called once the lifespan reaches 0.- Default Value:
- 0
- Source - gameobjects/Sprite.js, line 127
-
mask :PIXI.Graphics
-
Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 380
-
name :string
-
The user defined name given to this Sprite.
- Source - gameobjects/Sprite.js, line 39
-
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
- Source - gameobjects/Sprite.js, line 142
-
<readonly> parent :PIXI.DisplayObjectContainer
-
[read-only] The display object container that contains this display object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 106
-
pivot :PIXI.Point
-
The pivot point of the displayObject that it rotates around
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 49
-
position :PIXI.Point
-
The coordinate of the object relative to the local coordinates of the parent.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 14
-
renderable :Boolean
-
Can this object be rendered
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 98
-
<readonly> renderOrderID :number
-
The render order ID, reset every frame.
- Source - gameobjects/Sprite.js, line 1127
-
rotation :Number
-
The rotation of the object in radians.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 57
-
scale :PIXI.Point
-
The scale factor of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 22
-
scaleMax :Phaser.Point
-
Set the maximum scale this Sprite will scale up to. Prevents a parent from scaling this Sprite higher than the given value. Set to
null
to remove.- Source - gameobjects/Sprite.js, line 169
-
scaleMin :Phaser.Point
-
Set the minimum scale this Sprite will scale down to. Prevents a parent from scaling this Sprite lower than the given value. Set to
null
to remove.- Source - gameobjects/Sprite.js, line 164
-
shader :PIXI.AbstractFilter
-
The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
- Inherited From:
- Default Value:
- null
- Source - pixi/display/Sprite.js, line 77
-
smoothed :boolean
-
Gets or sets this BitmapData.contexts smoothing enabled value.
- Source - gameobjects/BitmapData.js, line 1765
-
smoothed :boolean
-
Enable or disable texture smoothing for this Sprite. Only works for bitmap/image textures. Smoothing is enabled by default. Set to true to smooth the texture of this Sprite, or false to disable smoothing (great for pixel art)
- Source - gameobjects/Sprite.js, line 1261
-
<readonly> stage :PIXI.Stage
-
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 115
-
texture :PIXI.Texture
-
The texture that the sprite is using
- Inherited From:
- Source - pixi/display/Sprite.js, line 33
-
tint :Number
-
The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
- Inherited From:
- Default Value:
- 0xFFFFFF
- Source - pixi/display/Sprite.js, line 59
-
transformCallback :function
-
The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters: This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types. The matrix are passed by reference and can be modified directly without needing to return them. This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 30
-
transformCallbackContext :Object
-
The context under which the transformCallback is invoked.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 41
-
<readonly> type :number
-
The const type of this object.
- Source - gameobjects/Sprite.js, line 45
-
visible :Boolean
-
The visibility of the object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 73
-
width :Number
-
The width of the sprite, setting this will actually modify the scale to achieve the value set
- Inherited From:
- Source - pixi/display/Sprite.js, line 103
-
world :Phaser.Point
-
The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
- Source - gameobjects/Sprite.js, line 77
-
<readonly> worldAlpha :Number
-
[read-only] The multiplied alpha of the displayObject
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 124
-
worldVisible :Boolean
-
[read-only] Indicates if the sprite is globally visible.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 359
-
x :number
-
The position of the Sprite on the x axis relative to the local coordinates of the parent.
- Source - gameobjects/Sprite.js, line 1295
-
y :number
-
The position of the Sprite on the y axis relative to the local coordinates of the parent.
- Source - gameobjects/Sprite.js, line 1322
-
z :number
-
The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
- Source - gameobjects/Sprite.js, line 50
Methods
-
addChild(child) → {PIXI.DisplayObject}
-
Adds a child to the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to add to the container
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 90
-
addChildAt(child, index) → {PIXI.DisplayObject}
-
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
Parameters:
Name Type Description child
PIXI.DisplayObject The child to add
index
Number The index to place the child in
Returns:
The child that was added.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 102
-
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.
Returns:
(Phaser.Sprite) This instance.
- Source - gameobjects/Sprite.js, line 816
-
crop(rect, copy)
-
Crop allows you to crop the texture used to display this Sprite. This modifies the core Sprite texture frame, so the Sprite width/height properties will adjust accordingly.
Cropping takes place from the top-left of the Sprite and can be modified in real-time by either providing an updated rectangle object to Sprite.crop, or by modifying Sprite.cropRect (or a reference to it) and then calling Sprite.updateCrop.
The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties. A reference to the rectangle is stored in Sprite.cropRect unless the
copy
parameter istrue
in which case the values are duplicated to a local object.Parameters:
Name Type Argument Default Description rect
Phaser.Rectangle The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
copy
boolean <optional>
false If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object.
- Source - gameobjects/Sprite.js, line 524
-
damage(amount)
-
Damages the Sprite, this removes the given amount from the Sprites health property. If health is then taken below or is equal to zero
Sprite.kill
is called.Parameters:
Name Type Description amount
number The amount to subtract from the Sprite.health value.
Returns:
(Phaser.Sprite) This instance.
- Source - gameobjects/Sprite.js, line 753
-
destroy(destroyChildren)
-
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.
Parameters:
Name Type Argument Default Description destroyChildren
boolean <optional>
true Should every child of this object have its destroy method called?
- Source - gameobjects/Sprite.js, line 661
-
generateTexture(resolution, scaleMode, renderer) → {PIXI.Texture}
-
Useful function that returns a texture of the displayObject object that can then be used to create sprites This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
Parameters:
Name Type Description resolution
Number The resolution of the texture being generated
scaleMode
Number See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
renderer
PIXI.CanvasRenderer | PIXI.WebGLRenderer The renderer used to generate the texture.
Returns:
a texture of the graphics object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 582
-
getBounds(matrix) → {PIXI.Rectangle}
-
Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.
Parameters:
Name Type Description matrix
PIXI.Matrix the transformation matrix of the sprite
Returns:
the framing rectangle
- Inherited From:
- Source - pixi/display/Sprite.js, line 163
-
getChildAt(index) → {PIXI.DisplayObject}
-
Returns the child at the specified index
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child at the given index, if any.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 193
-
getChildIndex(child) → {Number}
-
Returns the index position of a child DisplayObject instance
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject instance to identify
Returns:
Number -The index position of the child display object to identify
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 158
-
getLocalBounds() → {PIXI.Rectangle}
-
Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.
Returns:
The rectangular bounding area
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 362
-
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.
Returns:
(Phaser.Sprite) This instance.
- Source - gameobjects/Sprite.js, line 636
-
loadTexture(key, frame, stopAnimation)
-
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 Argument Default 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 <optional>
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.
stopAnimation
boolean <optional>
true If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.
- Source - gameobjects/Sprite.js, line 376
-
overlap(displayObject) → {boolean}
-
Checks to see if the bounds of this Sprite overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as a Button. This check ignores the Sprites hitArea property and runs a Sprite.getBounds comparison on both objects to determine the result. Therefore it's relatively expensive to use in large quantities (i.e. with lots of Sprites at a high frequency), but should be fine for low-volume testing where physics isn't required.
Parameters:
Name Type Description displayObject
Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject The display object to check against.
Returns:
boolean -True if the bounds of this Sprite intersects at any point with the bounds of the given display object.
- Source - gameobjects/Sprite.js, line 856
-
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.
Returns:
A reference to playing Animation instance.
- Source - gameobjects/Sprite.js, line 835
-
postUpdate()
-
Internal function called by the World postUpdate cycle.
- Source - gameobjects/Sprite.js, line 343
-
preUpdate() → {boolean}
-
Automatically called by World.preUpdate.
Returns:
boolean -True if the Sprite was rendered, otherwise false.
- Source - gameobjects/Sprite.js, line 213
-
removeChild(child) → {PIXI.DisplayObject}
-
Removes a child from the container.
Parameters:
Name Type Description child
PIXI.DisplayObject The DisplayObject to remove
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 210
-
removeChildAt(index) → {PIXI.DisplayObject}
-
Removes a child from the specified index position.
Parameters:
Name Type Description index
Number The index to get the child from
Returns:
The child that was removed.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 225
-
removeChildren(beginIndex, endIndex)
-
Removes all children from this container that are within the begin and end indexes.
Parameters:
Name Type Description beginIndex
Number The beginning position. Default value is 0.
endIndex
Number The ending position. Default value is size of the container.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 243
-
removeStageReference()
-
Removes the current stage reference from the container and all of its children.
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 404
-
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.
Returns:
(Phaser.Sprite) This instance.
- Source - gameobjects/Sprite.js, line 778
-
resetFrame()
-
Resets the Texture frame dimensions that the Sprite uses for rendering.
- Source - gameobjects/Sprite.js, line 509
-
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.
Returns:
(Phaser.Sprite) This instance.
- Source - gameobjects/Sprite.js, line 608
-
setChildIndex(child, index)
-
Changes the position of an existing child in the display object container
Parameters:
Name Type Description child
PIXI.DisplayObject The child DisplayObject instance for which you want to change the index number
index
Number The resulting index number for the child display object
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 175
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setFrame(frame)
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Sets the Texture frame the Sprite uses for rendering. This is primarily an internal method used by Sprite.loadTexture, although you may call it directly.
Parameters:
Name Type Description frame
Phaser.Frame The Frame to be used by the Sprite texture.
- Source - gameobjects/Sprite.js, line 454
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setScaleMinMax(minX, minY, maxX, maxY)
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Sets the scaleMin and scaleMax values. These values are used to limit how far this Sprite will scale based on its parent. For example if this Sprite has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used. By using these values you can carefully control how Sprites deal with responsive scaling.
If only one parameter is given then that value will be used for both scaleMin and scaleMax: setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1
If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y: setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2
If you wish to set scaleMin with different values for x and y then either modify Sprite.scaleMin directly, or pass
null
for the maxX and maxY parameters.Call setScaleMinMax(null) to clear both the scaleMin and scaleMax values.
Parameters:
Name Type Description minX
number | null The minimum horizontal scale value this Sprite can scale down to.
minY
number | null The minimum vertical scale value this Sprite can scale down to.
maxX
number | null The maximum horizontal scale value this Sprite can scale up to.
maxY
number | null The maximum vertical scale value this Sprite can scale up to.
- Source - gameobjects/Sprite.js, line 909
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setStageReference(stage)
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Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.
Parameters:
Name Type Description stage
PIXI.Stage the stage that the container will have as its current stage reference
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 386
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setTexture(texture)
-
Sets the texture of the sprite
Parameters:
Name Type Description texture
PIXI.Texture The PIXI texture that is displayed by the sprite
- Inherited From:
- Source - pixi/display/Sprite.js, line 135
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swapChildren(child, child2)
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Swaps the position of 2 Display Objects within this container.
Parameters:
Name Type Description child
PIXI.DisplayObject -
child2
PIXI.DisplayObject -
- Inherited From:
- Source - pixi/display/DisplayObjectContainer.js, line 133
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toGlobal(position) → {PIXI.Point}
-
Calculates the global position of the display object
Parameters:
Name Type Description position
PIXI.Point The world origin to calculate from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 616
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toLocal(position, from) → {PIXI.Point}
-
Calculates the local position of the display object relative to another point
Parameters:
Name Type Argument Description position
PIXI.Point The world origin to calculate from
from
PIXI.DisplayObject <optional>
The DisplayObject to calculate the global position from
Returns:
A point object representing the position of this object
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 630
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update()
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Override and use this function in your own custom objects to handle any update requirements you may have. Remember if this Sprite has any children you should call update on them too.
- Source - gameobjects/Sprite.js, line 332
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updateCache()
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Generates and updates the cached sprite for this object.
- Inherited From:
- Source - pixi/display/DisplayObject.js, line 606
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updateCrop()
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If you have set a crop rectangle on this Sprite via Sprite.crop and since modified the Sprite.cropRect property (or the rectangle it references) then you need to update the crop frame by calling this method.
- Source - gameobjects/Sprite.js, line 570