phaser/docs/Phaser.Particle.html
2014-10-22 21:49:44 +01:00

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<title>Phaser Class: Particle</title>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</ul>
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</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Particle</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Particle
</h2>
<div class="class-description"><p>Phaser.Particle</p></div>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Particle"><span class="type-signature"></span>new Particle<span class="signature">(game, x, y, key, frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Create a new <code>Particle</code> object. Particles are extended Sprites that are emitted by a particle emitter such as Phaser.Particles.Arcade.Emitter.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The y coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type">PIXI.Texture</span>
</td>
<td class="description last"><p>This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="description last"><p>If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-19">line 19</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li><a href="Phaser.Sprite.html">Phaser.Sprite</a></li>
</ul>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name" id="alive"><span class="type-signature"></span>alive<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>alive</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>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.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#alive">Phaser.Sprite#alive</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-108">line 108</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="alphaData"><span class="type-signature">&lt;protected> </span>alphaData<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>alphaData</code></td>
<td class="type">
<span class="param-type">array</span>
</td>
<td class="description last"><p>A reference to the alphaData array owned by the Emitter that emitted this Particle.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-51">line 51</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>angle</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The angle of this Sprite in degrees.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#angle">Phaser.Sprite#angle</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-845">line 845</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="animations"><span class="type-signature"></span>animations<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>animations</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></span>
</td>
<td class="description last"><p>This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#animations">Phaser.Sprite#animations</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-60">line 60</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="autoAlpha"><span class="type-signature">&lt;protected> </span>autoAlpha<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>autoAlpha</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If this Particle automatically changes alpha this is set to true by Particle.setAlphaData.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-45">line 45</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Should this Sprite be automatically culled if out of range of the camera?
A culled sprite has its renderable property set to 'false'.
Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>autoCull</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>A flag indicating if the Sprite should be automatically camera culled or not.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#autoCull">Phaser.Sprite#autoCull</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-84">line 84</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="autoScale"><span class="type-signature">&lt;protected> </span>autoScale<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>autoScale</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If this Particle automatically scales this is set to true by Particle.setScaleData.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-27">line 27</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="body"><span class="type-signature"></span>body<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>By default Sprites won't add themselves to any physics system and their physics body will be <code>null</code>.
To enable them for physics you need to call <code>game.physics.enable(sprite, system)</code> where <code>sprite</code> is this object
and <code>system</code> is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via <code>Sprite.body</code>.</p>
<p>Important: Enabling a Sprite for P2 or Ninja physics will automatically set <code>Sprite.anchor</code> 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.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>body</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a></span>
|
<span class="param-type">null</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#body">Phaser.Sprite#body</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-102">line 102</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cameraOffset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#cameraOffset">Phaser.Sprite#cameraOffset</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-147">line 147</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="checkWorldBounds"><span class="type-signature"></span>checkWorldBounds<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
bounds every frame to support it, and not all games need it. Enable it by setting the value to true.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>checkWorldBounds</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#checkWorldBounds">Phaser.Sprite#checkWorldBounds</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-130">line 130</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cropRect"><span class="type-signature"></span>cropRect<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cropRect</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
</td>
<td class="description last"><p>The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#cropRect">Phaser.Sprite#cropRect</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-153">line 153</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="debug"><span class="type-signature"></span>debug<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>debug</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Handy flag to use with Game.enableStep</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#debug">Phaser.Sprite#debug</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-142">line 142</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="deltaX"><span class="type-signature">&lt;readonly> </span>deltaX<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta x value. The difference between world.x now and in the previous step.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>deltaX</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The delta value. Positive if the motion was to the right, negative if to the left.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#deltaX">Phaser.Sprite#deltaX</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-869">line 869</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="deltaY"><span class="type-signature">&lt;readonly> </span>deltaY<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta y value. The difference between world.y now and in the previous step.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>deltaY</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The delta value. Positive if the motion was downwards, negative if upwards.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#deltaY">Phaser.Sprite#deltaY</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-886">line 886</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="deltaZ"><span class="type-signature">&lt;readonly> </span>deltaZ<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta z value. The difference between rotation now and in the previous step.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>deltaZ</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The delta value.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#deltaZ">Phaser.Sprite#deltaZ</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-903">line 903</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="destroyPhase"><span class="type-signature"></span>destroyPhase<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>destroyPhase</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>True if this object is currently being destroyed.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#destroyPhase">Phaser.Sprite#destroyPhase</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-1208">line 1208</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="events"><span class="type-signature"></span>events<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>events</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Events.html">Phaser.Events</a></span>
</td>
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#events">Phaser.Sprite#events</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-55">line 55</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="exists"><span class="type-signature"></span>exists<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sprite.exists controls if the core game loop and physics update this Sprite or not.
When you set Sprite.exists to false it will remove its Body from the physics world (if it has one) and also set Sprite.visible to false.
Setting Sprite.exists to true will re-add the Body to the physics world (if it has a body) and set Sprite.visible to true.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>exists</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If the Sprite is processed by the core game update and physics.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#exists">Phaser.Sprite#exists</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-1042">line 1042</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>An Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Sprite.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Sprite was in a Group that has x: 200, then this will be added to the cameraOffset.x</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>fixedToCamera</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to fix this Sprite to the Camera at its current world coordinates.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#fixedToCamera">Phaser.Sprite#fixedToCamera</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-1089">line 1089</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="frame"><span class="type-signature"></span>frame<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Gets or sets the current frame index and updates the Texture Cache for display.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#frame">Phaser.Sprite#frame</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-954">line 954</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="frameName"><span class="type-signature"></span>frameName<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frameName</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>Gets or sets the current frame name and updates the Texture Cache for display.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#frameName">Phaser.Sprite#frameName</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-970">line 970</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running Game.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#game">Phaser.Sprite#game</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="health"><span class="type-signature"></span>health<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Health value. Used in combination with damage() to allow for quick killing of Sprites.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#health">Phaser.Sprite#health</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-113">line 113</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="inCamera"><span class="type-signature">&lt;readonly> </span>inCamera<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>inCamera</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#inCamera">Phaser.Sprite#inCamera</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-937">line 937</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="input"><span class="type-signature"></span>input<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>input</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#input">Phaser.Sprite#input</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-89">line 89</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
activated for this object and it will then start to process click/touch events and more.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>inputEnabled</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to allow this object to receive input events.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#inputEnabled">Phaser.Sprite#inputEnabled</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-1001">line 1001</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="inWorld"><span class="type-signature">&lt;readonly> </span>inWorld<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Sprite bounds are within the game world, otherwise false if fully outside of it.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>inWorld</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>True if the Sprite bounds is within the game world, even if only partially. Otherwise false if fully outside of it.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#inWorld">Phaser.Sprite#inWorld</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-920">line 920</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="key"><span class="type-signature"></span>key<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type">PIXI.Texture</span>
</td>
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#key">Phaser.Sprite#key</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-65">line 65</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="lifespan"><span class="type-signature"></span>lifespan<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>lifespan</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The lifespan of the Sprite (in ms) before it will be killed.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#lifespan">Phaser.Sprite#lifespan</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>0</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-121">line 121</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="name"><span class="type-signature"></span>name<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The user defined name given to this Sprite.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#name">Phaser.Sprite#name</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-39">line 39</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="outOfBoundsKill"><span class="type-signature"></span>outOfBoundsKill<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>outOfBoundsKill</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#outOfBoundsKill">Phaser.Sprite#outOfBoundsKill</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-136">line 136</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="renderOrderID"><span class="type-signature">&lt;readonly> </span>renderOrderID<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>renderOrderID</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The render order ID, reset every frame.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#renderOrderID">Phaser.Sprite#renderOrderID</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-986">line 986</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="scaleData"><span class="type-signature">&lt;protected> </span>scaleData<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>scaleData</code></td>
<td class="type">
<span class="param-type">array</span>
</td>
<td class="description last"><p>A reference to the scaleData array owned by the Emitter that emitted this Particle.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-33">line 33</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="smoothed"><span class="type-signature"></span>smoothed<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>smoothed</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Gets or sets this BitmapData.contexts smoothing enabled value.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#smoothed">Phaser.Sprite#smoothed</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="BitmapData.js.html#sunlight-1-line-1765">line 1765</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="smoothed"><span class="type-signature"></span>smoothed<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Enable or disable texture smoothing for this Sprite. Only works for bitmap/image textures. Smoothing is enabled by default.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>smoothed</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to smooth the texture of this Sprite, or false to disable smoothing (great for pixel art)</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#smoothed">Phaser.Sprite#smoothed</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-1120">line 1120</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="type"><span class="type-signature">&lt;readonly> </span>type<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>type</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The const type of this object.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#type">Phaser.Sprite#type</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-45">line 45</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="world"><span class="type-signature"></span>world<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>world</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#world">Phaser.Sprite#world</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-74">line 74</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="x"><span class="type-signature"></span>x<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The position of the Sprite on the x axis relative to the local coordinates of the parent.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The position of the Sprite on the x axis relative to the local coordinates of the parent.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#x">Phaser.Sprite#x</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-1154">line 1154</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="y"><span class="type-signature"></span>y<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The position of the Sprite on the y axis relative to the local coordinates of the parent.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The position of the Sprite on the y axis relative to the local coordinates of the parent.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#y">Phaser.Sprite#y</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-1181">line 1181</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="z"><span class="type-signature"></span>z<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>z</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>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.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#z">Phaser.Sprite#z</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-50">line 50</a>
</li></ul></dd>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="bringToTop"><span class="type-signature"></span>bringToTop<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
bought to the top of that Group, not the entire display list.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#bringToTop">Phaser.Sprite#bringToTop</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-789">line 789</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>(Phaser.Sprite) This instance.</p>
</div>
</dd>
<dt>
<h4 class="name" id="crop"><span class="type-signature"></span>crop<span class="signature">(rect, <span class="optional">copy</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
<p>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.</p>
<p>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 <code>copy</code> parameter is <code>true</code> in which case the values are duplicated to a local object.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>rect</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.</p></td>
</tr>
<tr>
<td class="name"><code>copy</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>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.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#crop">Phaser.Sprite#crop</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-497">line 497</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="damage"><span class="type-signature"></span>damage<span class="signature">(amount)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Damages the Sprite, this removes the given amount from the Sprites health property.
If health is then taken below or is equal to zero <code>Sprite.kill</code> is called.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>amount</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The amount to subtract from the Sprite.health value.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#damage">Phaser.Sprite#damage</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-726">line 726</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>(Phaser.Sprite) This instance.</p>
</div>
</dd>
<dt>
<h4 class="name" id="destroy"><span class="type-signature"></span>destroy<span class="signature">(<span class="optional">destroyChildren</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to game, freeing it up for garbage collection.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>destroyChildren</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Should every child of this object have its destroy method called?</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#destroy">Phaser.Sprite#destroy</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-634">line 634</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
If you don't need this Sprite any more you should call Sprite.destroy instead.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#kill">Phaser.Sprite#kill</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-609">line 609</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>(Phaser.Sprite) This instance.</p>
</div>
</dd>
<dt>
<h4 class="name" id="loadTexture"><span class="type-signature"></span>loadTexture<span class="signature">(key, <span class="optional">frame</span>, <span class="optional">stopAnimation</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type">PIXI.Texture</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
<tr>
<td class="name"><code>stopAnimation</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#loadTexture">Phaser.Sprite#loadTexture</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-349">line 349</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="onEmit"><span class="type-signature"></span>onEmit<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called by the Emitter when this particle is emitted. Left empty for you to over-ride as required.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-102">line 102</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="overlap"><span class="type-signature"></span>overlap<span class="signature">(displayObject)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>displayObject</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type">PIXI.DisplayObject</span>
</td>
<td class="description last"><p>The display object to check against.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#overlap">Phaser.Sprite#overlap</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-829">line 829</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>True if the bounds of this Sprite intersects at any point with the bounds of the given display object.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">boolean</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="play"><span class="type-signature"></span>play<span class="signature">(name, <span class="optional">frameRate</span>, <span class="optional">loop</span>, <span class="optional">killOnComplete</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Animation.html">Phaser.Animation</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The name of the animation to be played, e.g. &quot;fire&quot;, &quot;walk&quot;, &quot;jump&quot;.</p></td>
</tr>
<tr>
<td class="name"><code>frameRate</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.</p></td>
</tr>
<tr>
<td class="name"><code>loop</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.</p></td>
</tr>
<tr>
<td class="name"><code>killOnComplete</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#play">Phaser.Sprite#play</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-808">line 808</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>A reference to playing Animation instance.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type"><a href="Phaser.Animation.html">Phaser.Animation</a></span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="postUpdate"><span class="type-signature"></span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal function called by the World postUpdate cycle.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#postUpdate">Phaser.Sprite#postUpdate</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-316">line 316</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Automatically called by World.preUpdate.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#preUpdate">Phaser.Sprite#preUpdate</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-197">line 197</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>True if the Sprite was rendered, otherwise false.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">boolean</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="reset"><span class="type-signature"></span>reset<span class="signature">(x, y, <span class="optional">health</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Particle. This places the Particle 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 Particle has a physics body that too is reset.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The x coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The y coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The health to give the Particle.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-141">line 141</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>(Phaser.Particle) This instance.</p>
</div>
</dd>
<dt>
<h4 class="name" id="resetFrame"><span class="type-signature"></span>resetFrame<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Texture frame dimensions that the Sprite uses for rendering.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#resetFrame">Phaser.Sprite#resetFrame</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-482">line 482</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="revive"><span class="type-signature"></span>revive<span class="signature">(<span class="optional">health</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
A resurrected Sprite has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The health to give the Sprite.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#revive">Phaser.Sprite#revive</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-581">line 581</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>(Phaser.Sprite) This instance.</p>
</div>
</dd>
<dt>
<h4 class="name" id="setAlphaData"><span class="type-signature"></span>setAlphaData<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called by the Emitter if autoAlpha has been enabled. Passes over the alpha ease data and resets the alpha counter.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-111">line 111</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="setFrame"><span class="type-signature"></span>setFrame<span class="signature">(frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Frame.html">Phaser.Frame</a></span>
</td>
<td class="description last"><p>The Frame to be used by the Sprite texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#setFrame">Phaser.Sprite#setFrame</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-427">line 427</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="setScaleData"><span class="type-signature"></span>setScaleData<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Called by the Emitter if autoScale has been enabled. Passes over the scale ease data and resets the scale counter.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-126">line 126</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Updates the Particle scale or alpha if autoScale and autoAlpha are set.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Particle.js.html">gameobjects/Particle.js</a>, <a href="Particle.js.html#sunlight-1-line-64">line 64</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="updateCrop"><span class="type-signature"></span>updateCrop<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#updateCrop">Phaser.Sprite#updateCrop</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-543">line 543</a>
</li></ul></dd>
</dl>
</dd>
</dl>
</article>
</section>
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