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6809 lines
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HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>Phaser Class: Sprite</title>
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<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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<a href="Phaser.Animation.html">Animation</a>
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<a href="Phaser.AnimationManager.html">AnimationManager</a>
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<a href="Phaser.ArrayList.html">ArrayList</a>
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<a href="Phaser.AudioSprite.html">AudioSprite</a>
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<a href="Phaser.BitmapData.html">BitmapData</a>
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<a href="Phaser.Button.html">Button</a>
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<a href="Phaser.Cache.html">Cache</a>
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<a href="Phaser.Camera.html">Camera</a>
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<a href="Phaser.Canvas.html">Canvas</a>
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<a href="Phaser.Circle.html">Circle</a>
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<a href="Phaser.Color.html">Color</a>
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Easing.Linear.html">Linear</a>
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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</li>
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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</li>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Events.html">Events</a>
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</li>
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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</li>
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FrameData.html">FrameData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Game.html">Game</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GamepadButton.html">GamepadButton</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Group.html">Group</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Image.html">Image</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Input.html">Input</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.InputHandler.html">InputHandler</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Key.html">Key</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Loader.html">Loader</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Mouse.html">Mouse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.MSPointer.html">MSPointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Net.html">Net</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particle.html">Particle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particles.html">Particles</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Physics.html">Physics</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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<h1 class="page-title">Class: Sprite</h1>
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<section>
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<header>
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<h2>
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<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
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Sprite
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</h2>
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<div class="class-description"><p>Phaser.Sprite</p></div>
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</header>
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<article>
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<div class="container-overview">
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<dt>
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<h4 class="name" id="Sprite"><span class="type-signature"></span>new Sprite<span class="signature">(game, x, y, key, frame)</span><span class="type-signature"></span></h4>
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</dt>
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<dd>
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<div class="description">
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<p>Sprites are the lifeblood of your game, used for nearly everything visual.</p>
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<p>At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
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They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
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events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.</p>
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</div>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
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<thead>
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>game</code></td>
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<td class="type">
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<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
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</td>
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<td class="description last"><p>A reference to the currently running game.</p></td>
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</tr>
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<tr>
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<td class="name"><code>x</code></td>
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<td class="type">
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<span class="param-type">number</span>
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</td>
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<td class="description last"><p>The x coordinate (in world space) to position the Sprite at.</p></td>
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</tr>
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<tr>
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<td class="name"><code>y</code></td>
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<td class="type">
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<span class="param-type">number</span>
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</td>
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<td class="description last"><p>The y coordinate (in world space) to position the Sprite at.</p></td>
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</tr>
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<tr>
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<td class="name"><code>key</code></td>
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<td class="type">
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<span class="param-type">string</span>
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<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
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<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
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<span class="param-type">PIXI.Texture</span>
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</td>
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<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 or PIXI.Texture.</p></td>
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</tr>
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<tr>
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<td class="name"><code>frame</code></td>
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<td class="type">
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<span class="param-type">string</span>
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<span class="param-type">number</span>
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</td>
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<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>
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</tr>
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</tbody>
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</table>
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<dl class="details">
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<dt class="tag-source">Source:</dt>
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<dd class="tag-source"><ul class="dummy"><li>
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<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-23">line 23</a>
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</li></ul></dd>
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</dl>
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</dd>
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</div>
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<h3 class="subsection-title">Extends</h3>
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<ul>
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<li>PIXI.Sprite</li>
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</ul>
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<h3 class="subsection-title">Members</h3>
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<dl>
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<dt>
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<h4 class="name" id="alive"><span class="type-signature"></span>alive<span class="type-signature"></span></h4>
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</dt>
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<dd>
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<dl class="details">
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<h5 class="subsection-title">Properties:</h5>
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<dl>
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<table class="props table table-striped">
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<thead>
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>alive</code></td>
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<td class="type">
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<span class="param-type">boolean</span>
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</td>
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<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>
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</tr>
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</tbody>
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</table>
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</dl>
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<dt class="tag-default">Default Value:</dt>
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<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
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<dt class="tag-source">Source:</dt>
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<dd class="tag-source"><ul class="dummy"><li>
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<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-108">line 108</a>
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</li></ul></dd>
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</dl>
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</dd>
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<dt>
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<h4 class="name" id="angle"><span class="type-signature"></span>angle<span class="type-signature"></span></h4>
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</dt>
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<dd>
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<div class="description">
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<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.
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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.
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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>
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</div>
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<dl class="details">
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<h5 class="subsection-title">Properties:</h5>
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<dl>
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<table class="props table table-striped">
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<thead>
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>angle</code></td>
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<td class="type">
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<span class="param-type">number</span>
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</td>
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<td class="description last"><p>The angle of this Sprite in degrees.</p></td>
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</tr>
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</tbody>
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</table>
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</dl>
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<dt class="tag-source">Source:</dt>
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<dd class="tag-source"><ul class="dummy"><li>
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<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-845">line 845</a>
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</li></ul></dd>
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</dl>
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</dd>
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<dt>
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<h4 class="name" id="animations"><span class="type-signature"></span>animations<span class="type-signature"></span></h4>
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</dt>
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<dd>
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<dl class="details">
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<h5 class="subsection-title">Properties:</h5>
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<dl>
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<table class="props table table-striped">
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<thead>
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>animations</code></td>
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<td class="type">
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<span class="param-type"><a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></span>
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</td>
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<td class="description last"><p>This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)</p></td>
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</tr>
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</tbody>
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</table>
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</dl>
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<dt class="tag-source">Source:</dt>
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<dd class="tag-source"><ul class="dummy"><li>
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<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-60">line 60</a>
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</li></ul></dd>
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</dl>
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</dd>
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<dt>
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<h4 class="name" id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"></span></h4>
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</dt>
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<dd>
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<div class="description">
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<p>Should this Sprite be automatically culled if out of range of the camera?
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A culled sprite has its renderable property set to 'false'.
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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>
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</div>
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<dl class="details">
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<h5 class="subsection-title">Properties:</h5>
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<dl>
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<table class="props table table-striped">
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<thead>
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>autoCull</code></td>
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<td class="type">
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<span class="param-type">boolean</span>
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</td>
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<td class="description last"><p>A flag indicating if the Sprite should be automatically camera culled or not.</p></td>
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</tr>
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</tbody>
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</table>
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</dl>
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<dt class="tag-default">Default Value:</dt>
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<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
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<dt class="tag-source">Source:</dt>
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<dd class="tag-source"><ul class="dummy"><li>
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<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-84">line 84</a>
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</li></ul></dd>
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</dl>
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</dd>
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<dt>
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<h4 class="name" id="body"><span class="type-signature"></span>body<span class="type-signature"></span></h4>
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</dt>
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<dd>
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|
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<div class="description">
|
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<p>By default Sprites won't add themselves to any physics system and their physics body will be <code>null</code>.
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To enable them for physics you need to call <code>game.physics.enable(sprite, system)</code> where <code>sprite</code> is this object
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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>
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<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.
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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>
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</div>
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<dl class="details">
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<h5 class="subsection-title">Properties:</h5>
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<dl>
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|
|
<table class="props table table-striped">
|
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<thead>
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>body</code></td>
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<td class="type">
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<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
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<span class="param-type"><a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a></span>
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<span class="param-type"><a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a></span>
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<span class="param-type">null</span>
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</td>
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<td class="description last"></td>
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</tr>
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</tbody>
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</table>
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</dl>
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|
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|
|
<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>
|
|
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|
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|
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</dl>
|
|
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|
|
|
|
</dd>
|
|
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|
|
<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>
|
|
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|
|
|
</tbody>
|
|
</table>
|
|
</dl>
|
|
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|
|
<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>
|
|
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|
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|
|
</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="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="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="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"><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="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"><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="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"><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="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>
|
|
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</tbody>
|
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</table>
|
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</dl>
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<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>
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</dl>
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</dd>
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<dt>
|
|
<h4 class="name" id="events"><span class="type-signature"></span>events<span class="type-signature"></span></h4>
|
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|
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</dt>
|
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<dd>
|
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<dl class="details">
|
|
|
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|
|
<h5 class="subsection-title">Properties:</h5>
|
|
|
|
<dl>
|
|
|
|
<table class="props table table-striped">
|
|
<thead>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
|
|
|
|
<th>Type</th>
|
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|
|
|
|
|
|
|
|
<th class="last">Description</th>
|
|
</tr>
|
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</thead>
|
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<tbody>
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|
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<tr>
|
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|
|
<td class="name"><code>events</code></td>
|
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|
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<td class="type">
|
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|
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|
|
<span class="param-type"><a href="Phaser.Events.html">Phaser.Events</a></span>
|
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</td>
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<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>
|
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</tr>
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</tbody>
|
|
</table>
|
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</dl>
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<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>
|
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</dl>
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</dd>
|
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<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>
|
|
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|
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|
|
</td>
|
|
|
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|
|
|
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|
|
<td class="description last"><p>If the Sprite is processed by the core game update and physics.</p></td>
|
|
</tr>
|
|
|
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|
|
</tbody>
|
|
</table>
|
|
</dl>
|
|
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|
|
<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>
|
|
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|
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|
|
</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>
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
<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>
|
|
|
|
|
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|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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="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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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"><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>
|
|
|
|
|
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|
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|
|
<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>
|
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|
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</dl>
|
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|
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</dd>
|
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|
|
|
|
<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>
|
|
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|
|
|
|
|
|
|
|
<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>
|
|
|
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|
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|
|
|
<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>
|
|
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|
|
</dl>
|
|
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|
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</dd>
|
|
|
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|
|
|
|
<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="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"><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="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="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="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="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="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"><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>
|
|
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|
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|
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<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>
|
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</dl>
|
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|
|
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</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>
|
|
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|
|
</tbody>
|
|
</table>
|
|
</dl>
|
|
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|
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<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>
|
|
|
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|
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|
|
</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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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"><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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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="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="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="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="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="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">
|
|
|
|
<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="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="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">
|
|
|
|
<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="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="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">
|
|
|
|
<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">
|
|
|
|
<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="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="overlap"><span class="type-signature"></span>overlap<span class="signature">(displayObject)</span><span class="type-signature"> → {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="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>
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
<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"> → {<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. "fire", "walk", "jump".</p></td>
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td class="name"><code>frameRate</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
|
|
<span class="param-type">number</span>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
<td class="attributes">
|
|
|
|
<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">
|
|
|
|
<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">
|
|
|
|
<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="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="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"> → {boolean}</span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
<div class="description">
|
|
<p>Automatically called by World.preUpdate.</p>
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<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 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.</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 Sprite 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 Sprite 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">
|
|
|
|
<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="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-751">line 751</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="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="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>
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<th class="last">Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>health</code></td>
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<td class="type">
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<span class="param-type">number</span>
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</td>
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<td class="attributes">
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<optional><br>
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</td>
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<td class="default">
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1
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</td>
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<td class="description last"><p>The health to give the Sprite.</p></td>
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</tr>
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</tbody>
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</table>
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<dl class="details">
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<dt class="tag-source">Source:</dt>
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<dd class="tag-source"><ul class="dummy"><li>
|
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<a href="Sprite.js.html">gameobjects/Sprite.js</a>, <a href="Sprite.js.html#sunlight-1-line-581">line 581</a>
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</li></ul></dd>
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</dl>
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<h5>Returns:</h5>
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<div class="param-desc">
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<p>(Phaser.Sprite) This instance.</p>
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</div>
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</dd>
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<dt>
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<h4 class="name" id="setFrame"><span class="type-signature"></span>setFrame<span class="signature">(frame)</span><span class="type-signature"></span></h4>
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</dt>
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<dd>
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<div class="description">
|
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<p>Sets the Texture frame the Sprite uses for rendering.
|
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This is primarily an internal method used by Sprite.loadTexture, although you may call it directly.</p>
|
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</div>
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<h5>Parameters:</h5>
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<table class="params table table-striped">
|
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<thead>
|
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<tr>
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<th>Name</th>
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<th>Type</th>
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<th class="last">Description</th>
|
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</tr>
|
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</thead>
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<tbody>
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<tr>
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<td class="name"><code>frame</code></td>
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<td class="type">
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<span class="param-type"><a href="Phaser.Frame.html">Phaser.Frame</a></span>
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</td>
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<td class="description last"><p>The Frame to be used by the Sprite texture.</p></td>
|
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</tr>
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</tbody>
|
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</table>
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<dl class="details">
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<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>
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</dl>
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</dd>
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<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>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.</p>
|
|
</div>
|
|
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<dl class="details">
|
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|
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|
|
<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-305">line 305</a>
|
|
</li></ul></dd>
|
|
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|
</dl>
|
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|
|
</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="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>
|
|
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|
|
</dd>
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
|
|
|
|
</article>
|
|
|
|
</section>
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Wed Oct 22 2014 21:46:07 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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