Phaser. Sprite

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 call game.physics.enable(sprite, system) where sprite is this object and system is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via Sprite.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:
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:
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:
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 is true 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

setFrame(frame)

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

setScaleMinMax(minX, minY, maxX, maxY)

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

setStageReference(stage)

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

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

swapChildren(child, child2)

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

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

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

update()

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

updateCache()

Generates and updates the cached sprite for this object.

Inherited From:
Source - pixi/display/DisplayObject.js, line 606

updateCrop()

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
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