phaser/v2-community/docs/Phaser.Bullet.html
2016-11-28 18:50:06 +02:00

11422 lines
No EOL
210 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Bullet</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser API</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="EarCut.html">EarCut</a>
</li>
<li class="class-depth-0">
<a href="Event.html">Event</a>
</li>
<li class="class-depth-0">
<a href="EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArraySet.html">ArraySet</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Bullet.html">Bullet</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.CanvasPool.html">CanvasPool</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Angle.html">Angle</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Animation.html">Animation</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.AutoCull.html">AutoCull</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Bounds.html">Bounds</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.BringToTop.html">BringToTop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Core.html">Core</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Crop.html">Crop</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Delta.html">Delta</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Destroy.html">Destroy</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Health.html">Health</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InCamera.html">InCamera</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.InWorld.html">InWorld</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Overlap.html">Overlap</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Reset.html">Reset</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Component.Smoothed.html">Smoothed</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Create.html">Create</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Creature.html">Creature</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DeviceButton.html">DeviceButton</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexGrid.html">FlexGrid</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexLayer.html">FlexLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Hermite.html">Hermite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ImageCollection.html">ImageCollection</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.KeyCode.html">KeyCode</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Particles.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Path.html">Path</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PathFollower.html">PathFollower</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PathPoint.html">PathPoint</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Plugin.PathManager.html">PathManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PointerMode.html">PointerMode</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenData.html">TweenData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Video.html">Video</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Weapon.html">Weapon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-2">
<a href="PIXI.Phaser.GraphicsData.html">Phaser.GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
</li>
<li class="class-depth-0">
<a href="global.html#ANGLE_UP">ANGLE_UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#arc">arc</a>
</li>
<li class="class-depth-0">
<a href="global.html#AUTO">AUTO</a>
</li>
<li class="class-depth-0">
<a href="global.html#beginFill">beginFill</a>
</li>
<li class="class-depth-0">
<a href="global.html#bezierCurveTo">bezierCurveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
</li>
<li class="class-depth-0">
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
</li>
<li class="class-depth-0">
<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#clear">clear</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroyCachedSprite">destroyCachedSprite</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#drawCircle">drawCircle</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawEllipse">drawEllipse</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawPolygon">drawPolygon</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRect">drawRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRoundedRect">drawRoundedRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawShape">drawShape</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#emit">emit</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#endFill">endFill</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#generateTexture">generateTexture</a>
</li>
<li class="class-depth-0">
<a href="global.html#getBounds">getBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#getLocalBounds">getLocalBounds</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#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#lineStyle">lineStyle</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineTo">lineTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#listeners">listeners</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#mixin">mixin</a>
</li>
<li class="class-depth-0">
<a href="global.html#moveTo">moveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#off">off</a>
</li>
<li class="class-depth-0">
<a href="global.html#on">on</a>
</li>
<li class="class-depth-0">
<a href="global.html#once">once</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</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#quadraticCurveTo">quadraticCurveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</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#stopImmediatePropagation">stopImmediatePropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopPropagation">stopPropagation</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#updateLocalBounds">updateLocalBounds</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>
<li class="class-depth-0">
<a href="global.html#WEBGL_MULTI">WEBGL_MULTI</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.KeyCode.html">Key Codes</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: Bullet</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Bullet
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Bullet"><span class="type-signature"></span>new Bullet<span class="signature">(game, x, y, key, frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Create a new <code>Bullet</code> object. Bullets are used by the <code>Phaser.Weapon</code> class, and are normal Sprites,<br>with a few extra properties in the data object to handle Weapon specific features.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The y coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="description last"><p>This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="description last"><p>If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-20">line 20</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li><a href="Phaser.Sprite.html">Phaser.Sprite</a></li>
</ul>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="alive"><span class="type-signature"></span>alive<span class="type-signature"> :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.<br>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.<br>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.<br>The default is 0,0 this means the texture's origin is the top left<br>Setting than anchor to 0.5,0.5 means the textures origin is centered<br>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-17">line 17</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.<br>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.<br>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.<br>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.<br>If it is not intersecting the Camera bounds at any point then it has its <code>renderable</code> property set to <code>false</code>.<br>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,<br>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-82">line 82</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="body"><span class="type-signature"></span>body<span class="type-signature"> :<a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a>|<a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a>|<a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a>|null</span></h4>
</dt>
<dd>
<div class="description">
<p><code>body</code> is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated<br>properties and methods via it.</p>
<p>By default Game Objects won't add themselves to any physics system and their <code>body</code> property will be <code>null</code>.</p>
<p>To enable this Game Object for physics you need to call <code>game.physics.enable(object, system)</code> where <code>object</code> is this object<br>and <code>system</code> is the Physics system you are using. If none is given it defaults to <code>Phaser.Physics.Arcade</code>.</p>
<p>You can alternatively call <code>game.physics.arcade.enable(object)</code>, or add this Game Object to a physics enabled Group.</p>
<p>Important: Enabling a Game Object for P2 or Ninja physics will automatically set its <code>anchor</code> property to 0.5,<br>so the physics body is centered on the Game Object.</p>
<p>If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a></span>
|
<span class="param-type">null</span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.PhysicsBody.html#body">Phaser.Component.PhysicsBody#body</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-91">line 91</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.<br>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.<br>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.<br>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="checkWorldBounds"><span class="type-signature"></span>checkWorldBounds<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this is set to <code>true</code> the Game Object checks if it is within the World bounds each frame. </p>
<p>When it is no longer intersecting the world bounds it dispatches the <code>onOutOfBounds</code> event.</p>
<p>If it was <em>previously</em> out of bounds but is now intersecting the world bounds again it dispatches the <code>onEnterBounds</code> event.</p>
<p>It also optionally kills the Game Object if <code>outOfBoundsKill</code> is <code>true</code>.</p>
<p>When <code>checkWorldBounds</code> is enabled it forces the Game Object to calculate its full bounds every frame.</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,<br>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.InWorld.html#checkWorldBounds">Phaser.Component.InWorld#checkWorldBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-98">line 98</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.<br>Set this property via <code>crop</code>.<br>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="damage"><span class="type-signature"></span>damage<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Damages the Game Object. This removes the given amount of health from the <code>health</code> property.</p>
<p>If health is taken below or is equal to zero then the <code>kill</code> method is called.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#damage">Phaser.Component.Health#damage</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-46">line 46</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.<br>This value isn't ever used internally by Phaser, but may be used by your own code, or<br>by Phaser Plugins, to store data that needs to be associated with the Game Object,<br>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="deltaX"><span class="type-signature">&lt;readonly> </span>deltaX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta x value. The difference between world.x now and in the previous frame.</p>
<p>The value will be positive if the Game Object has moved to the right or negative if to the left.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Delta.html#deltaX">Phaser.Component.Delta#deltaX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Delta.js.html">gameobjects/components/Delta.js</a>, <a href="src_gameobjects_components_Delta.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaY"><span class="type-signature">&lt;readonly> </span>deltaY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta y value. The difference between world.y now and in the previous frame.</p>
<p>The value will be positive if the Game Object has moved down or negative if up.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Delta.html#deltaY">Phaser.Component.Delta#deltaY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Delta.js.html">gameobjects/components/Delta.js</a>, <a href="src_gameobjects_components_Delta.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaZ"><span class="type-signature">&lt;readonly> </span>deltaZ<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Delta.html#deltaZ">Phaser.Component.Delta#deltaZ</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Delta.js.html">gameobjects/components/Delta.js</a>, <a href="src_gameobjects_components_Delta.js.html#sunlight-1-line-58">line 58</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,<br>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<br>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-103">line 103</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<br>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<br>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,<br>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-259">line 259</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,<br>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-284">line 284</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.<br>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="heal"><span class="type-signature"></span>heal<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Heal the Game Object. This adds the given amount of health to the <code>health</code> 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.Health.html#heal">Phaser.Component.Health#heal</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-90">line 90</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="health"><span class="type-signature"></span>health<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.</p>
<p>It can be used in combination with the <code>damage</code> method or modified 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.Health.html#health">Phaser.Component.Health#health</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>1</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-26">line 26</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-144">line 144</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.<br>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<br>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<br><code>input.enabled = false</code>, as it won't reset any of the Input Handlers internal properties.<br>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="inWorld"><span class="type-signature">&lt;readonly> </span>inWorld<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Game Objects bounds are within, or intersect at any point with the Game World 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.InWorld.html#inWorld">Phaser.Component.InWorld#inWorld</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-129">line 129</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.<br>If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.<br>It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.<br>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.<br>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.<br>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.<br>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="maxHealth"><span class="type-signature"></span>maxHealth<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Game Objects maximum health value. This works in combination with the <code>heal</code> method to ensure<br>the health value never exceeds the maximum.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#maxHealth">Phaser.Component.Health#maxHealth</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>100</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-35">line 35</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.<br>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.<br>This is the same as <code>width * anchor.x</code>.<br>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.<br>This is the same as <code>height * anchor.y</code>.<br>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="outOfBoundsKill"><span class="type-signature"></span>outOfBoundsKill<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this and the <code>checkWorldBounds</code> property are both set to <code>true</code> then the <code>kill</code> method is called as soon as <code>inWorld</code> returns false.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#outOfBoundsKill">Phaser.Component.InWorld#outOfBoundsKill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-106">line 106</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="outOfCameraBoundsKill"><span class="type-signature"></span>outOfCameraBoundsKill<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this and the <code>autoCull</code> property are both set to <code>true</code>, then the <code>kill</code> method<br>is called as soon as the Game Object leaves the camera 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.InWorld.html#outOfCameraBoundsKill">Phaser.Component.InWorld#outOfCameraBoundsKill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-115">line 115</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.<br>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<br>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="physicsType"><span class="type-signature">&lt;readonly> </span>physicsType<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const physics body type of this object.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#physicsType">Phaser.Sprite#physicsType</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_Sprite.js.html">gameobjects/Sprite.js</a>, <a href="src_gameobjects_Sprite.js.html#sunlight-1-line-61">line 61</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.<br>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.<br>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="scaleMax"><span class="type-signature"></span>scaleMax<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The maximum scale this Game Object will scale up to. </p>
<p>It allows you to prevent a parent from scaling this Game Object higher than the given value.</p>
<p>Set it to <code>null</code> to remove the limit.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#scaleMax">Phaser.Component.ScaleMinMax#scaleMax</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-46">line 46</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="scaleMin"><span class="type-signature"></span>scaleMin<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The minimum scale this Game Object will scale down to.</p>
<p>It allows you to prevent a parent from scaling this Game Object lower than the given value.</p>
<p>Set it to <code>null</code> to remove the limit.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#scaleMin">Phaser.Component.ScaleMinMax#scaleMin</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-36">line 36</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setHealth"><span class="type-signature"></span>setHealth<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the health property of the Game Object to the given amount.<br>Will never exceed the <code>maxHealth</code> value.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#setHealth">Phaser.Component.Health#setHealth</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-70">line 70</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="shader"><span class="type-signature"></span>shader<span class="type-signature"> :PhaserFilter</span></h4>
</dt>
<dd>
<div class="description">
<p>The shader that will be used to render this Sprite.<br>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-93">line 93</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-28">line 28</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-54">line 54</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-73">line 73</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.<br>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="transformCallback"><span class="type-signature"></span>transformCallback<span class="type-signature"> :function</span></h4>
</dt>
<dd>
<div class="description">
<p>The callback that will apply any scale limiting to the worldTransform.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#transformCallback">Phaser.Component.ScaleMinMax#transformCallback</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-20">line 20</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="transformCallbackContext"><span class="type-signature"></span>transformCallbackContext<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>The context under which <code>transformCallback</code> is called.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#transformCallbackContext">Phaser.Component.ScaleMinMax#transformCallbackContext</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-26">line 26</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="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#type">Phaser.Sprite#type</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_Sprite.js.html">gameobjects/Sprite.js</a>, <a href="src_gameobjects_Sprite.js.html#sunlight-1-line-55">line 55</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-125">line 125</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.<br>Depending on where in the display list this Game Object is placed this value can differ from <code>position</code>,<br>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="x"><span class="type-signature"></span>x<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The position of the Game Object on the x axis relative to the local coordinates of the 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.PhysicsBody.html#x">Phaser.Component.PhysicsBody#x</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-98">line 98</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="y"><span class="type-signature"></span>y<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The position of the Game Object on the y axis relative to the local coordinates of the 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.PhysicsBody.html#y">Phaser.Component.PhysicsBody#y</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-124">line 124</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.<br>No two objects in a Group can have the same z value.<br>This value is adjusted automatically whenever the Group hierarchy changes.<br>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-42">line 42</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-55">line 55</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<br>'container', to one of 9 possible positions.</p>
<p>The container must be a Game Object, or Phaser.Rectangle object. This can include properties<br>such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world<br>and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,<br>TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of<br>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>,<br><code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>,<br><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<br>container, taking into consideration rotation, scale and the anchor property.<br>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<br>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.<br>Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.<br>So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive<br>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<br>'parent', in one of 11 possible positions.</p>
<p>The parent must be a Game Object, or Phaser.Rectangle object. This can include properties<br>such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world<br>and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,<br>TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of<br>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>,<br><code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>,<br><code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code><br>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<br>parent, taking into consideration rotation, scale and the anchor property.<br>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<br>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.<br>Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.<br>So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive<br>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.<br>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,<br>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="contains"><span class="type-signature"></span>contains<span class="signature">(child)</span><span class="type-signature"> &rarr; {Boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.</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>
</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">
</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#contains">PIXI.DisplayObjectContainer#contains</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-449">line 449</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.<br>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,<br>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<br>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>,<br>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<br>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<br>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.<br>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.<br>So if this Sprite is the child of a Display Object which has had its transform<br>updated since the last render pass, those changes will not yet have been applied<br>to this Sprites worldTransform. If you need to ensure that all parent transforms<br>are factored into this getBounds operation then you should call <code>updateTransform</code><br>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-199">line 199</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-153">line 153</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-112">line 112</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 Sprite 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.Sprite.html#getLocalBounds">PIXI.Sprite#getLocalBounds</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-315">line 315</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Updates the Bullet, killing as required.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-60">line 60</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.<br>Also dispatches the <code>Weapon.onKill</code> signal.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-41">line 41</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.<br>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<br>to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'<br>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.<br>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,<br>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.<br>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,<br>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,<br>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.<br>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.<br>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"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Automatically called by World.preUpdate.</p>
</div>
<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 Sprite was rendered, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#preUpdate">Phaser.Sprite#preUpdate</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_Sprite.js.html">gameobjects/Sprite.js</a>, <a href="src_gameobjects_Sprite.js.html#sunlight-1-line-107">line 107</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-171">line 171</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-191">line 191</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-213">line 213</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>,<br><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-237">line 237</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<br>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-225">line 225</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.<br>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,<br>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-132">line 132</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="setScaleMinMax"><span class="type-signature"></span>setScaleMinMax<span class="signature">(minX, minY, maxX, maxY)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.</p>
<p>For example if this Game Object has a <code>minScale</code> value of 1 and its parent has a <code>scale</code> value of 0.5, the 0.5 will be ignored<br>and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.</p>
<p>By setting these values you can carefully control how Game Objects deal with responsive scaling.</p>
<p>If only one parameter is given then that value will be used for both scaleMin and scaleMax:<br><code>setScaleMinMax(1)</code> = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1</p>
<p>If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:<br><code>setScaleMinMax(0.5, 2)</code> = scaleMin.x and y = 0.5 and scaleMax.x and y = 2</p>
<p>If you wish to set <code>scaleMin</code> with different values for x and y then either modify Game Object.scaleMin directly,<br>or pass <code>null</code> for the <code>maxX</code> and <code>maxY</code> parameters.</p>
<p>Call <code>setScaleMinMax(null)</code> to clear all previously set values.</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>minX</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The minimum horizontal scale value this Game Object can scale down to.</p></td>
</tr>
<tr>
<td class="name"><code>minY</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The minimum vertical scale value this Game Object can scale down to.</p></td>
</tr>
<tr>
<td class="name"><code>maxX</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The maximum horizontal scale value this Game Object can scale up to.</p></td>
</tr>
<tr>
<td class="name"><code>maxY</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The maximum vertical scale value this Game Object can scale up to.</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.ScaleMinMax.html#setScaleMinMax">Phaser.Component.ScaleMinMax#setScaleMinMax</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-110">line 110</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<br>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-163">line 163</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-85">line 85</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.<br>It is called immediately after <code>preUpdate</code> and before <code>postUpdate</code>.<br>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,<br>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>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
Phaser Copyright © 2012-2016 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<div class="span3">
<div id="toc"></div>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>