phaser/docs/Phaser.Image.html
2016-07-01 16:57:36 +01:00

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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
<li class="class-depth-0">
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: Image</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Image
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Image"><span class="type-signature"></span>new Image<span class="signature">(game, <span class="optional">x</span>, <span class="optional">y</span>, <span class="optional">key</span>, <span class="optional">frame</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.</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>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.</p></td>
</tr>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Image.js.html">gameobjects/Image.js</a>, <a href="src_gameobjects_Image.js.html#sunlight-1-line-35">line 35</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li><a href="PIXI.Sprite.html">PIXI.Sprite</a></li>
<li><a href="Phaser.Component.Core.html">Phaser.Component.Core</a></li>
<li><a href="Phaser.Component.Angle.html">Phaser.Component.Angle</a></li>
<li><a href="Phaser.Component.Animation.html">Phaser.Component.Animation</a></li>
<li><a href="Phaser.Component.AutoCull.html">Phaser.Component.AutoCull</a></li>
<li><a href="Phaser.Component.Bounds.html">Phaser.Component.Bounds</a></li>
<li><a href="Phaser.Component.BringToTop.html">Phaser.Component.BringToTop</a></li>
<li><a href="Phaser.Component.Crop.html">Phaser.Component.Crop</a></li>
<li><a href="Phaser.Component.Destroy.html">Phaser.Component.Destroy</a></li>
<li><a href="Phaser.Component.FixedToCamera.html">Phaser.Component.FixedToCamera</a></li>
<li><a href="Phaser.Component.InputEnabled.html">Phaser.Component.InputEnabled</a></li>
<li><a href="Phaser.Component.LifeSpan.html">Phaser.Component.LifeSpan</a></li>
<li><a href="Phaser.Component.LoadTexture.html">Phaser.Component.LoadTexture</a></li>
<li><a href="Phaser.Component.Overlap.html">Phaser.Component.Overlap</a></li>
<li><a href="Phaser.Component.Reset.html">Phaser.Component.Reset</a></li>
<li><a href="Phaser.Component.Smoothed.html">Phaser.Component.Smoothed</a></li>
</ul>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="alive"><span class="type-signature"></span>alive<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A useful flag to control if the Game Object is alive or dead.</p>
<p>This is set automatically by the Health components <code>damage</code> method should the object run out of health.
Or you can toggle it via your game code.</p>
<p>This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
However you can use <code>Group.getFirstAlive</code> in conjunction with this property for fast object pooling and recycling.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#alive">Phaser.Component.LifeSpan#alive</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-50">line 50</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="anchor"><span class="type-signature"></span>anchor<span class="type-signature"> :Point</span></h4>
</dt>
<dd>
<div class="description">
<p>The anchor sets the origin point of the texture.
The default is 0,0 this means the texture's origin is the top left
Setting than anchor to 0.5,0.5 means the textures origin is centered
Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#anchor">PIXI.Sprite#anchor</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-22">line 22</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angle"><span class="type-signature"></span>angle<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The angle property is the rotation of the Game Object in <em>degrees</em> from its original orientation.</p>
<p>Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.</p>
<p>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.</p>
<p>If you wish to work in radians instead of degrees you can use the property <code>rotation</code> instead.
Working in radians is slightly faster as it doesn't have to perform any calculations.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Angle.html#angle">Phaser.Component.Angle#angle</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Angle.js.html">gameobjects/components/Angle.js</a>, <a href="src_gameobjects_components_Angle.js.html#sunlight-1-line-29">line 29</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="animations"><span class="type-signature"></span>animations<span class="type-signature"> :<a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
Through it you can create, play, pause and stop animations.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#animations">Phaser.Component.Core#animations</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-193">line 193</a>
</dt>
<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></li>
</ul>
</dd>
</dl>
</dd>
<dt>
<h4 class="name "
id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object with <code>autoCull</code> set to true will check its bounds against the World Camera every frame.
If it is not intersecting the Camera bounds at any point then it has its <code>renderable</code> property set to <code>false</code>.
This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.</p>
<p>This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.AutoCull.html#autoCull">Phaser.Component.AutoCull#autoCull</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-28">line 28</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendMode"><span class="type-signature"></span>blendMode<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.</p>
<p>Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#blendMode">PIXI.Sprite#blendMode</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>PIXI.blendModes.NORMAL;</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-87">line 87</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bottom"><span class="type-signature"></span>bottom<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The sum of the y and height properties.
This is the same as <code>y + height - offsetY</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#bottom">Phaser.Component.Bounds#bottom</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-168">line 168</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if <code>fixedToCamera</code> is true.</p>
<p>The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.FixedToCamera.html#cameraOffset">Phaser.Component.FixedToCamera#cameraOffset</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-86">line 86</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="centerX"><span class="type-signature"></span>centerX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The center x coordinate of the Game Object.
This is the same as <code>(x - offsetX) + (width / 2)</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerX">Phaser.Component.Bounds#centerX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-58">line 58</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="centerY"><span class="type-signature"></span>centerY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The center y coordinate of the Game Object.
This is the same as <code>(y - offsetY) + (height / 2)</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerY">Phaser.Component.Bounds#centerY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-80">line 80</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="children"><span class="type-signature">&lt;readonly> </span>children<span class="type-signature"> :Array.&lt;<a href="global.html#DisplayObject">DisplayObject</a>></span></h4>
</dt>
<dd>
<div class="description">
<p>[read-only] The array of children of this container.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">Array.&lt;<a href="global.html#DisplayObject">DisplayObject</a>></span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#children">PIXI.DisplayObjectContainer#children</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-17">line 17</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="components"><span class="type-signature">&lt;internal> </span>components<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>The components this Game Object has installed.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#components">Phaser.Component.Core#components</a>
</li></dd>
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-167">line 167</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="cropRect"><span class="type-signature"></span>cropRect<span class="type-signature"> :<a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Rectangle used to crop the texture this Game Object uses.
Set this property via <code>crop</code>.
If you modify this property directly you must call <code>updateCrop</code> in order to have the change take effect.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Crop.html#cropRect">Phaser.Component.Crop#cropRect</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Crop.js.html">gameobjects/components/Crop.js</a>, <a href="src_gameobjects_components_Crop.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="data"><span class="type-signature"></span>data<span class="type-signature"> :Object</span></h4>
</dt>
<dd>
<div class="description">
<p>An empty Object that belongs to this Game Object.
This value isn't ever used internally by Phaser, but may be used by your own code, or
by Phaser Plugins, to store data that needs to be associated with the Game Object,
without polluting the Game Object directly.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#data">Phaser.Component.Core#data</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>{}</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-160">line 160</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="debug"><span class="type-signature"></span>debug<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A debug flag designed for use with <code>Game.enableStep</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#debug">Phaser.Component.Core#debug</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-218">line 218</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroyPhase"><span class="type-signature">&lt;readonly> </span>destroyPhase<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>As a Game Object runs through its destroy method this flag is set to true,
and can be checked in any sub-systems or plugins it is being destroyed from.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Destroy.html#destroyPhase">Phaser.Component.Destroy#destroyPhase</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Destroy.js.html">gameobjects/components/Destroy.js</a>, <a href="src_gameobjects_components_Destroy.js.html#sunlight-1-line-22">line 22</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="events"><span class="type-signature"></span>events<span class="type-signature"> :<a href="Phaser.Events.html">Phaser.Events</a></span></h4>
</dt>
<dd>
<div class="description">
<p>All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#events">Phaser.Component.Core#events</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-185">line 185</a>
</dt>
<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.Events.html">Phaser.Events</a></li>
</ul>
</dd>
</dl>
</dd>
<dt>
<h4 class="name "
id="exists"><span class="type-signature"></span>exists<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Controls if this Sprite is processed by the core Phaser game loops and Group loops.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#exists">PIXI.Sprite#exists</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-107">line 107</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object that is &quot;fixed&quot; to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.</p>
<p>The values are adjusted at the rendering stage, overriding the Game Objects actual world position.</p>
<p>The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
regardless where in the world the camera is.</p>
<p>The offsets are stored in the <code>cameraOffset</code> property.</p>
<p>Note that the <code>cameraOffset</code> values are in addition to any parent of this Game Object on the display list.</p>
<p>Be careful not to set <code>fixedToCamera</code> on Game Objects which are in Groups that already have <code>fixedToCamera</code> enabled on them.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.FixedToCamera.html#fixedToCamera">Phaser.Component.FixedToCamera#fixedToCamera</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-56">line 56</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="frame"><span class="type-signature"></span>frame<span class="type-signature"> :integer</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets or sets the current frame index of the texture being used to render this Game Object.</p>
<p>To change the frame set <code>frame</code> to the index of the new frame in the sprite sheet you wish this Game Object to use,
for example: <code>player.frame = 4</code>.</p>
<p>If the frame index given doesn't exist it will revert to the first frame found in the texture.</p>
<p>If you are using a texture atlas then you should use the <code>frameName</code> property instead.</p>
<p>If you wish to fully replace the texture being used see <code>loadTexture</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#frame">Phaser.Component.LoadTexture#frame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-254">line 254</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="frameName"><span class="type-signature"></span>frameName<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets or sets the current frame name of the texture being used to render this Game Object.</p>
<p>To change the frame set <code>frameName</code> to the name of the new frame in the texture atlas you wish this Game Object to use,
for example: <code>player.frameName = &quot;idle&quot;</code>.</p>
<p>If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.</p>
<p>If you are using a sprite sheet then you should use the <code>frame</code> property instead.</p>
<p>If you wish to fully replace the texture being used see <code>loadTexture</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#frameName">Phaser.Component.LoadTexture#frameName</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-279">line 279</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fresh"><span class="type-signature">&lt;readonly> </span>fresh<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object is considered <code>fresh</code> if it has just been created or reset and is yet to receive a renderer transform update.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#fresh">Phaser.Component.Core#fresh</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-248">line 248</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A reference to the currently running Game.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#game">Phaser.Component.Core#game</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-142">line 142</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="height"><span class="type-signature"></span>height<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The height of the sprite, setting this will actually modify the scale to achieve the value set</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#height">PIXI.Sprite#height</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-148">line 148</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="ignoreChildInput"><span class="type-signature"></span>ignoreChildInput<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If <code>ignoreChildInput</code> is <code>false</code> it will allow this objects <em>children</em> to be considered as valid for Input events.</p>
<p>If this property is <code>true</code> then the children will <em>not</em> be considered as valid for Input events.</p>
<p>Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#ignoreChildInput">PIXI.DisplayObjectContainer#ignoreChildInput</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inCamera"><span class="type-signature">&lt;readonly> </span>inCamera<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Game Objects bounds intersect with the Game Camera bounds.
Returns <code>true</code> if they do, otherwise <code>false</code> if fully outside of the Cameras bounds.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.AutoCull.html#inCamera">Phaser.Component.AutoCull#inCamera</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-37">line 37</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="input"><span class="type-signature"></span>input<span class="type-signature"> :<a href="Phaser.InputHandler.html">Phaser.InputHandler</a>|null</span></h4>
</dt>
<dd>
<div class="description">
<p>The Input Handler for this Game Object.</p>
<p>By default it is disabled. If you wish this Game Object to process input events you should enable it with: <code>inputEnabled = true</code>.</p>
<p>After you have done this, this property will be a reference to the Phaser InputHandler.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
|
<span class="param-type">null</span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InputEnabled.html#input">Phaser.Component.InputEnabled#input</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>By default a Game Object won't process any input events. By setting <code>inputEnabled</code> to true a Phaser.InputHandler is created
for this Game Object and it will then start to process click / touch events and more.</p>
<p>You can then access the Input Handler via <code>this.input</code>.</p>
<p>Note that Input related events are dispatched from <code>this.events</code>, i.e.: <code>events.onInputDown</code>.</p>
<p>If you set this property to false it will stop the Input Handler from processing any more input events.</p>
<p>If you want to <em>temporarily</em> disable input for a Game Object, then it's better to set
<code>input.enabled = false</code>, as it won't reset any of the Input Handlers internal properties.
You can then toggle this back on as needed.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InputEnabled.html#inputEnabled">Phaser.Component.InputEnabled#inputEnabled</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="key"><span class="type-signature"></span>key<span class="type-signature"> :string|<a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a>|<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>|<a href="Phaser.Video.html">Phaser.Video</a>|<a href="PIXI.Texture.html">PIXI.Texture</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The key of the image or texture used by this Game Object during rendering.
If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
If a Game Object is created without a key it is automatically assigned the key <code>__default</code> which is a 32x32 transparent PNG stored within the Cache.
If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key <code>__missing</code> which is a 32x32 PNG of a green box with a line through it.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<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"><a href="Phaser.Video.html">Phaser.Video</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#key">Phaser.Component.Core#key</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-203">line 203</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="left"><span class="type-signature"></span>left<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The left coordinate of the Game Object.
This is the same as <code>x - offsetX</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#left">Phaser.Component.Bounds#left</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-102">line 102</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="lifespan"><span class="type-signature"></span>lifespan<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The lifespan allows you to give a Game Object a lifespan in milliseconds.</p>
<p>Once the Game Object is 'born' you can set this to a positive value.</p>
<p>It is automatically decremented by the millisecond equivalent of <code>game.time.physicsElapsed</code> each frame.
When it reaches zero it will call the <code>kill</code> method.</p>
<p>Very handy for particles, bullets, collectibles, or any other short-lived entity.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#lifespan">Phaser.Component.LifeSpan#lifespan</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-65">line 65</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="name"><span class="type-signature"></span>name<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>A user defined name given to this Game Object.
This value isn't ever used internally by Phaser, it is meant as a game level property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#name">Phaser.Component.Core#name</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-150">line 150</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="offsetX"><span class="type-signature">&lt;readonly> </span>offsetX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The amount the Game Object is visually offset from its x coordinate.
This is the same as <code>width * anchor.x</code>.
It will only be &gt; 0 if anchor.x is not equal to zero.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#offsetX">Phaser.Component.Bounds#offsetX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="offsetY"><span class="type-signature">&lt;readonly> </span>offsetY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The amount the Game Object is visually offset from its y coordinate.
This is the same as <code>height * anchor.y</code>.
It will only be &gt; 0 if anchor.y is not equal to zero.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#offsetY">Phaser.Component.Bounds#offsetY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pendingDestroy"><span class="type-signature"></span>pendingDestroy<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.</p>
<p>This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#pendingDestroy">Phaser.Component.Core#pendingDestroy</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-259">line 259</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="previousPosition"><span class="type-signature">&lt;readonly> </span>previousPosition<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The position the Game Object was located in the previous frame.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#previousPosition">Phaser.Component.Core#previousPosition</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-225">line 225</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="previousRotation"><span class="type-signature">&lt;readonly> </span>previousRotation<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The rotation the Game Object was in set to in the previous frame. Value is in radians.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#previousRotation">Phaser.Component.Core#previousRotation</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-232">line 232</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="renderOrderID"><span class="type-signature">&lt;readonly> </span>renderOrderID<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The render order ID is used internally by the renderer and Input Manager and should not be modified.
This property is mostly used internally by the renderers, but is exposed for the use of plugins.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#renderOrderID">Phaser.Component.Core#renderOrderID</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-240">line 240</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="right"><span class="type-signature"></span>right<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The right coordinate of the Game Object.
This is the same as <code>x + width - offsetX</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#right">Phaser.Component.Bounds#right</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-124">line 124</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="shader"><span class="type-signature"></span>shader<span class="type-signature"> :<a href="PIXI.AbstractFilter.html">PIXI.AbstractFilter</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The shader that will be used to render the texture to the stage. Set to null to remove a current shader.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#shader">PIXI.Sprite#shader</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-98">line 98</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="smoothed"><span class="type-signature"></span>smoothed<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Enable or disable texture smoothing for this Game Object.</p>
<p>It only takes effect if the Game Object is using an image based texture.</p>
<p>Smoothing is enabled by default.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Smoothed.html#smoothed">Phaser.Component.Smoothed#smoothed</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Smoothed.js.html">gameobjects/components/Smoothed.js</a>, <a href="src_gameobjects_components_Smoothed.js.html#sunlight-1-line-25">line 25</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="texture"><span class="type-signature"></span>texture<span class="type-signature"> :<a href="PIXI.Texture.html">PIXI.Texture</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The texture that the sprite is using</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#texture">PIXI.Sprite#texture</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-33">line 33</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="tint"><span class="type-signature"></span>tint<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#tint">PIXI.Sprite#tint</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>0xFFFFFF</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-59">line 59</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="tintedTexture"><span class="type-signature"></span>tintedTexture<span class="type-signature"> :Canvas</span></h4>
</dt>
<dd>
<div class="description">
<p>A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#tintedTexture">PIXI.Sprite#tintedTexture</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-78">line 78</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="top"><span class="type-signature"></span>top<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The y coordinate of the Game Object.
This is the same as <code>y - offsetY</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#top">Phaser.Component.Bounds#top</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-146">line 146</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="type"><span class="type-signature">&lt;readonly> </span>type<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const type of this object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Image.js.html">gameobjects/Image.js</a>, <a href="src_gameobjects_Image.js.html#sunlight-1-line-46">line 46</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="width"><span class="type-signature"></span>width<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The width of the sprite, setting this will actually modify the scale to achieve the value set</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#width">PIXI.Sprite#width</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-129">line 129</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="world"><span class="type-signature"></span>world<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ from <code>position</code>,
which contains the x/y coordinates relative to the Game Objects parent.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#world">Phaser.Component.Core#world</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-211">line 211</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="z"><span class="type-signature">&lt;readonly> </span>z<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
This value is adjusted automatically whenever the Group hierarchy changes.
If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#z">Phaser.Component.Core#z</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-177">line 177</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="addChild"><span class="type-signature"></span>addChild<span class="signature">(child)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a child to the container.</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>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject to add to the container</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChild">PIXI.DisplayObjectContainer#addChild</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-102">line 102</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="addChildAt"><span class="type-signature"></span>addChildAt<span class="signature">(child, index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown</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>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The child to add</p></td>
</tr>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to place the child in</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChildAt">PIXI.DisplayObjectContainer#addChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-114">line 114</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="alignIn"><span class="type-signature"></span>alignIn<span class="signature">(container, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> &rarr; {Object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Aligns this Game Object within another Game Object, or Rectangle, known as the
'container', to one of 9 possible positions.</p>
<p>The container must be a Game Object, or Phaser.Rectangle object. This can include properties
such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of
the container. It simply modifies its position coordinates so it aligns with it.</p>
<p>The position constants you can use are:</p>
<p><code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>,
<code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>,
<code>Phaser.BOTTOM_CENTER</code> and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the
container, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:</p>
<p><code>sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
one expands it.</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>container</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<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.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
</tr>
<tr>
<td class="name"><code>position</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Object</span>
-
</div>
<div class="returns-desc param-desc">
<p>This Game Object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#alignIn">Phaser.Component.Bounds#alignIn</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-223">line 223</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="alignTo"><span class="type-signature"></span>alignTo<span class="signature">(parent, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> &rarr; {Object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
'parent', in one of 11 possible positions.</p>
<p>The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of
the parent. It simply modifies its position coordinates so it aligns with it.</p>
<p>The position constants you can use are:</p>
<p><code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>,
<code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>,
<code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code>
and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the
parent, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:</p>
<p><code>sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
one expands it.</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>parent</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<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.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
</tr>
<tr>
<td class="name"><code>position</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Object</span>
-
</div>
<div class="returns-desc param-desc">
<p>This Game Object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#alignTo">Phaser.Component.Bounds#alignTo</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-321">line 321</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bringToTop"><span class="type-signature"></span>bringToTop<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Brings this Game Object to the top of its parents display list.
Visually this means it will render over the top of any old child in the same Group.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,
because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#bringToTop">Phaser.Component.BringToTop#bringToTop</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</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 being used to display this Game Object.
Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.</p>
<p>Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,
or by modifying <code>cropRect</code> property directly and then calling <code>updateCrop</code>.</p>
<p>The rectangle object given to this method can be either a <code>Phaser.Rectangle</code> or any other object
so long as it has public <code>x</code>, <code>y</code>, <code>width</code>, <code>height</code>, <code>right</code> and <code>bottom</code> properties.</p>
<p>A reference to the rectangle is stored in <code>cropRect</code> unless the <code>copy</code> parameter is <code>true</code>,
in which case the values are duplicated to a local object.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>rect</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.</p></td>
</tr>
<tr>
<td class="name"><code>copy</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If false <code>cropRect</code> will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Crop.html#crop">Phaser.Component.Crop#crop</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Crop.js.html">gameobjects/components/Crop.js</a>, <a href="src_gameobjects_components_Crop.js.html#sunlight-1-line-49">line 49</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroy"><span class="type-signature"></span>destroy<span class="signature">(<span class="optional">destroyChildren</span>, <span class="optional">destroyTexture</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to <code>game</code>, freeing it up for garbage collection.</p>
<p>If this Game Object has the Events component it will also dispatch the <code>onDestroy</code> event.</p>
<p>You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've
more than one Game Object sharing the same BaseTexture.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>destroyChildren</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Should every child of this object have its destroy method called as well?</p></td>
</tr>
<tr>
<td class="name"><code>destroyTexture</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Destroy.html#destroy">Phaser.Component.Destroy#destroy</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Destroy.js.html">gameobjects/components/Destroy.js</a>, <a href="src_gameobjects_components_Destroy.js.html#sunlight-1-line-37">line 37</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getBounds"><span class="type-signature"></span>getBounds<span class="signature">(matrix)</span><span class="type-signature"> &rarr; {Rectangle}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the bounds of the Sprite as a rectangle.
The bounds calculation takes the worldTransform into account.</p>
<p>It is important to note that the transform is not updated when you call this method.
So if this Sprite is the child of a Display Object which has had its transform
updated since the last render pass, those changes will not yet have been applied
to this Sprites worldTransform. If you need to ensure that all parent transforms
are factored into this getBounds operation then you should call <code>updateTransform</code>
on the root most object in this Sprites display list first.</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>matrix</code></td>
<td class="type">
<span class="param-type">Matrix</span>
</td>
<td class="description last"><p>the transformation matrix of the sprite</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Rectangle</span>
-
</div>
<div class="returns-desc param-desc">
<p>the framing rectangle</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#getBounds">PIXI.Sprite#getBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-203">line 203</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getChildAt"><span class="type-signature"></span>getChildAt<span class="signature">(index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the child at the specified index</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>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to get the child from</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child at the given index, if any.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getChildAt">PIXI.DisplayObjectContainer#getChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-205">line 205</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getChildIndex"><span class="type-signature"></span>getChildIndex<span class="signature">(child)</span><span class="type-signature"> &rarr; {Number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the index position of a child DisplayObject instance</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>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject instance to identify</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The index position of the child display object to identify</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getChildIndex">PIXI.DisplayObjectContainer#getChildIndex</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-170">line 170</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getLocalBounds"><span class="type-signature"></span>getLocalBounds<span class="signature">()</span><span class="type-signature"> &rarr; {Rectangle}</span></h4>
</dt>
<dd>
<div class="description">
<p>Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Rectangle</span>
-
</div>
<div class="returns-desc param-desc">
<p>The rectangular bounding area</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getLocalBounds">PIXI.DisplayObjectContainer#getLocalBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-381">line 381</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Kills a Game Object. A killed Game Object has its <code>alive</code>, <code>exists</code> and <code>visible</code> properties all set to false.</p>
<p>It will dispatch the <code>onKilled</code> event. You can listen to <code>events.onKilled</code> for the signal.</p>
<p>Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
it doesn't destroy the object or free it up from memory.</p>
<p>If you don't need this Game Object any more you should call <code>destroy</code> instead.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#kill">Phaser.Component.LifeSpan#kill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-113">line 113</a>
</dt>
</dl>
</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 base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.</p>
<p>If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the <code>frame</code> or <code>frameName</code> properties instead.</p>
<p>You should only use <code>loadTexture</code> if you want to replace the base texture entirely.</p>
<p>Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.</p>
<p>You can use the new const <code>Phaser.PENDING_ATLAS</code> as the texture key for any sprite.
Doing this then sets the key to be the <code>frame</code> argument (the frame is set to zero). </p>
<p>This allows you to create sprites using <code>load.image</code> during development, and then change them
to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'
and swapping it to be the key of the atlas data.</p>
<p>Note: You cannot use a RenderTexture as a texture for a TileSprite.</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"><a href="Phaser.Video.html">Phaser.Video</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></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 Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
<tr>
<td class="name"><code>stopAnimation</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#loadTexture">Phaser.Component.LoadTexture#loadTexture</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-51">line 51</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveDown"><span class="type-signature"></span>moveDown<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Moves this Game Object down one place in its parents display list.
This call has no effect if the Game Object is already at the bottom of the display list.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,
because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#moveDown">Phaser.Component.BringToTop#moveDown</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-87">line 87</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveUp"><span class="type-signature"></span>moveUp<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Moves this Game Object up one place in its parents display list.
This call has no effect if the Game Object is already at the top of the display list.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,
because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#moveUp">Phaser.Component.BringToTop#moveUp</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-66">line 66</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="overlap"><span class="type-signature"></span>overlap<span class="signature">(displayObject)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,
which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a <code>getBounds</code> method and result.</p>
<p>This check ignores the <code>hitArea</code> property if set and runs a <code>getBounds</code> comparison on both objects to determine the result.</p>
<p>Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.
It 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>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the bounds of this Game Object intersects at any point with the bounds of the given display object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Overlap.html#overlap">Phaser.Component.Overlap#overlap</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Overlap.js.html">gameobjects/components/Overlap.js</a>, <a href="src_gameobjects_components_Overlap.js.html#sunlight-1-line-29">line 29</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="play"><span class="type-signature"></span>play<span class="signature">(name, <span class="optional">frameRate</span>, <span class="optional">loop</span>, <span class="optional">killOnComplete</span>)</span><span class="type-signature"> &rarr; {<a href="Phaser.Animation.html">Phaser.Animation</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Plays an Animation.</p>
<p>The animation should have previously been created via <code>animations.add</code>.</p>
<p>If the animation is already playing calling this again won't do anything.
If you need to reset an already running animation do so directly on the Animation object itself or via <code>AnimationManager.stop</code>.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The name of the animation to be played, e.g. &quot;fire&quot;, &quot;walk&quot;, &quot;jump&quot;. Must have been previously created via 'AnimationManager.add'.</p></td>
</tr>
<tr>
<td class="name"><code>frameRate</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.</p></td>
</tr>
<tr>
<td class="name"><code>loop</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.</p></td>
</tr>
<tr>
<td class="name"><code>killOnComplete</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Animation.html">Phaser.Animation</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>A reference to playing Animation.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Animation.html#play">Phaser.Component.Animation#play</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Animation.js.html">gameobjects/components/Animation.js</a>, <a href="src_gameobjects_components_Animation.js.html#sunlight-1-line-31">line 31</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="postUpdate"><span class="type-signature">&lt;internal> </span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method called by the World postUpdate cycle.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#postUpdate">Phaser.Component.Core#postUpdate</a>
</li></dd>
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-338">line 338</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Automatically called by World.preUpdate.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_Image.js.html">gameobjects/Image.js</a>, <a href="src_gameobjects_Image.js.html#sunlight-1-line-77">line 77</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChild"><span class="type-signature"></span>removeChild<span class="signature">(child)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Removes a child from the container.</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>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject to remove</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was removed.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChild">PIXI.DisplayObjectContainer#removeChild</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-222">line 222</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChildAt"><span class="type-signature"></span>removeChildAt<span class="signature">(index)</span><span class="type-signature"> &rarr; {<a href="global.html#DisplayObject">DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Removes a child from the specified index position.</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>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to get the child from</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was removed.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChildAt">PIXI.DisplayObjectContainer#removeChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-237">line 237</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChildren"><span class="type-signature"></span>removeChildren<span class="signature">(beginIndex, endIndex)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes all children from this container that are within the begin and end indexes.</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>beginIndex</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The beginning position. Default value is 0.</p></td>
</tr>
<tr>
<td class="name"><code>endIndex</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The ending position. Default value is size of the container.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChildren">PIXI.DisplayObjectContainer#removeChildren</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-255">line 255</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeStageReference"><span class="type-signature"></span>removeStageReference<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes the current stage reference from the container and all of its children.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeStageReference">PIXI.DisplayObjectContainer#removeStageReference</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-426">line 426</a>
</dt>
</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"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Game Object.</p>
<p>This moves the Game Object to the given x/y world coordinates and sets <code>fresh</code>, <code>exists</code>,
<code>visible</code> and <code>renderable</code> to true.</p>
<p>If this Game Object has the LifeSpan component it will also set <code>alive</code> to true and <code>health</code> to the given value.</p>
<p>If this Game Object has a Physics Body it will reset the Body.</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 Game Object 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 Game Object at.</p></td>
</tr>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The health to give the Game Object if it has the Health component.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Reset.html#reset">Phaser.Component.Reset#reset</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Reset.js.html">gameobjects/components/Reset.js</a>, <a href="src_gameobjects_components_Reset.js.html#sunlight-1-line-30">line 30</a>
</dt>
</dl>
</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 Game Object uses for rendering.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#resetFrame">Phaser.Component.LoadTexture#resetFrame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-232">line 232</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resizeFrame"><span class="type-signature"></span>resizeFrame<span class="signature">(parent, width, height)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resizes the Frame dimensions that the Game Object uses for rendering.</p>
<p>You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData
it can be useful to adjust the dimensions directly in this way.</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>parent</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="description last"><p>The parent texture object that caused the resize, i.e. a Phaser.Video object.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="description last"><p>The new width of the texture.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="description last"><p>The new height of the texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#resizeFrame">Phaser.Component.LoadTexture#resizeFrame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-220">line 220</a>
</dt>
</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"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.</p>
<p>A resurrected Game Object has its <code>alive</code>, <code>exists</code> and <code>visible</code> properties all set to true.</p>
<p>It will dispatch the <code>onRevived</code> event. Listen to <code>events.onRevived</code> for the signal.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
100
</td>
<td class="description last"><p>The health to give the Game Object. Only set if the GameObject has the Health component.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#revive">Phaser.Component.LifeSpan#revive</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-78">line 78</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sendToBack"><span class="type-signature"></span>sendToBack<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sends this Game Object to the bottom of its parents display list.
Visually this means it will render below all other children in the same Group.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,
because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#sendToBack">Phaser.Component.BringToTop#sendToBack</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-45">line 45</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setChildIndex"><span class="type-signature"></span>setChildIndex<span class="signature">(child, index)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Changes the position of an existing child in the display object container</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>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>The child DisplayObject instance for which you want to change the index number</p></td>
</tr>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The resulting index number for the child display object</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#setChildIndex">PIXI.DisplayObjectContainer#setChildIndex</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-187">line 187</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setFrame"><span class="type-signature"></span>setFrame<span class="signature">(frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the texture frame the Game Object uses for rendering.</p>
<p>This is primarily an internal method used by <code>loadTexture</code>, but is exposed for the use of plugins and custom classes.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Frame.html">Phaser.Frame</a></span>
</td>
<td class="description last"><p>The Frame to be used by the texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#setFrame">Phaser.Component.LoadTexture#setFrame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-155">line 155</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setStageReference"><span class="type-signature"></span>setStageReference<span class="signature">(stage)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to.</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>stage</code></td>
<td class="type">
<span class="param-type">Stage</span>
</td>
<td class="description last"><p>the stage that the container will have as its current stage reference</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#setStageReference">PIXI.DisplayObjectContainer#setStageReference</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-410">line 410</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setTexture"><span class="type-signature"></span>setTexture<span class="signature">(texture, <span class="optional">destroy</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous
texture this Sprite was using.</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>texture</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The PIXI texture that is displayed by the sprite</p></td>
</tr>
<tr>
<td class="name"><code>destroy</code></td>
<td class="type">
<span class="param-type">Boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Call Texture.destroy on the current texture before replacing it with the new one?</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#setTexture">PIXI.Sprite#setTexture</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-167">line 167</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="swapChildren"><span class="type-signature"></span>swapChildren<span class="signature">(child, child2)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Swaps the position of 2 Display Objects within this container.</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>child</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
<tr>
<td class="name"><code>child2</code></td>
<td class="type">
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#swapChildren">PIXI.DisplayObjectContainer#swapChildren</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-145">line 145</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Override this method in your own custom objects to handle any update requirements.
It is called immediately after <code>preUpdate</code> and before <code>postUpdate</code>.
Remember if this Game Object has any children you should call update on those too.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#update">Phaser.Component.Core#update</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-328">line 328</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="updateCrop"><span class="type-signature"></span>updateCrop<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>If you have set a crop rectangle on this Game Object via <code>crop</code> and since modified the <code>cropRect</code> property,
or the rectangle it references, then you need to update the crop frame by calling this method.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Crop.html#updateCrop">Phaser.Component.Crop#updateCrop</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Crop.js.html">gameobjects/components/Crop.js</a>, <a href="src_gameobjects_components_Crop.js.html#sunlight-1-line-86">line 86</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
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