Class

io.scalajs.dom.html.phaser

Sprite

Related Doc: package phaser

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class Sprite extends pixijs.Sprite with Core with Angle with phaser.Phaser.Component.Animation with AutoCull with Bounds with BringToTop with Crop with Delta with Destroy with FixedToCamera with Health with InCamera with InputEnabled with InWorld with LifeSpan with LoadTexture with Overlap with PhysicsBody with Reset with ScaleMinMax with Smoothed

Sprites are the lifeblood of your game, used for nearly everything visual. At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas. They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input), events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.

Annotations
@RawJSType() @native() @JSName( "Phaser.Sprite" )
See also

http://phaser.io/docs/2.6.2/Phaser.Sprite.html

Linear Supertypes
Known Subclasses
Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. Sprite
  2. Smoothed
  3. ScaleMinMax
  4. Reset
  5. PhysicsBody
  6. Overlap
  7. LoadTexture
  8. LifeSpan
  9. InWorld
  10. InputEnabled
  11. InCamera
  12. Health
  13. FixedToCamera
  14. Destroy
  15. Delta
  16. Crop
  17. BringToTop
  18. Bounds
  19. AutoCull
  20. Animation
  21. Angle
  22. Core
  23. Sprite
  24. Container
  25. DisplayObject
  26. Object
  27. Any
  28. AnyRef
  29. Any
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Visibility
  1. Public
  2. All

Instance Constructors

  1. new Sprite()

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    Protected constructor

    Protected constructor

    Attributes
    protected
  2. new Sprite(game: Phaser.Game, x: Double, y: Double, key: |[|[|[String, Phaser.RenderTexture], Phaser.BitmapData], Phaser.Texture], frame: |[String, Int])

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Value Members

  1. final def !=(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  2. final def ##(): Int

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    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  4. def addChild(child: DisplayObject): DisplayObject

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    Definition Classes
    Container
  5. def addChildAt(child: DisplayObject, index: Int): DisplayObject

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    Definition Classes
    Container
  6. def alignIn(container: |[|[|[|[|[|[|[Phaser.Rectangle, Phaser.Sprite], Phaser.Image], Phaser.Text], Phaser.BitmapText], Phaser.Button], Phaser.Graphics], Phaser.TileSprite], position: Int = js.native, offsetX: Double = js.native, offsetY: Double = js.native): Object

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    Aligns this Game Object to the side of another Game Object, or Rectangle, known as the 'parent', in one of 11 possible positions.

    Aligns this Game Object to the side of another Game Object, or Rectangle, known as the 'parent', in one of 11 possible positions. The parent must be a Game Object, or Phaser.Rectangle object. This can include properties such as World.bounds or Camera.view, for aligning Game Objects within the world and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, TileSprites or Buttons. Please note that aligning a Sprite to another Game Object does not make it a child of the parent. It simply modifies its position coordinates so it aligns with it.

    container

    The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view

    position

    The position constant. One of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT

    offsetX

    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.

    offsetY

    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.

    returns

    This Game Object.

    Definition Classes
    Bounds
  7. var alive: Boolean

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    A useful flag to control if the Game Object is alive or dead.

    A useful flag to control if the Game Object is alive or dead.

    This is set automatically by the Health components damage method should the object run out of health. Or you can toggle it via your game code.

    This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling.

    Definition Classes
    LifeSpan
    See also

    Phaser.Component.LifeSpan#alive

  8. var alpha: Alpha

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    Definition Classes
    DisplayObject
  9. var alphanumber: Double

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    Definition Classes
    Container
  10. var anchor: pixijs.Point

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    Definition Classes
    DisplayObject
  11. var angle: Double

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    The angle property is the rotation of the Game Object in degrees from its original orientation.

    The angle property is the rotation of the Game Object in degrees from its original orientation.

    Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.

    Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.

    If you wish to work in radians instead of degrees you can use the property rotation instead. Working in radians is slightly faster as it doesn't have to perform any calculations.

    Definition Classes
    SpriteAngle → DisplayObject
  12. var animations: Phaser.AnimationManager

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    If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.

    If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance. Through it you can create, play, pause and stop animations.

    Definition Classes
    Core
  13. final def asInstanceOf[T0]: T0

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    Definition Classes
    Any
  14. def autoCull: Boolean

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    A Game Object with autoCull set to true will check its bounds against the World Camera every frame.

    A Game Object with autoCull set to true will check its bounds against the World Camera every frame. If it is not intersecting the Camera bounds at any point then it has its renderable property set to false. This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. * This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, or you have tested performance and find it acceptable.

    Definition Classes
    AutoCull
  15. var blendMode: Double

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    The blend mode to be applied to the sprite.

    The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.

  16. var body: Body

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    body is the Game Objects physics body.

    body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated properties and methods via it.

    By default Game Objects won't add themselves to any physics system and their body property will be null.

    To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this object and system is the Physics system you are using. If none is given it defaults to Phaser.Physics.Arcade.

    You can alternatively call game.physics.arcade.enable(object), or add this Game Object to a physics enabled Group.

    Important: Enabling a Game Object for P2 or Ninja physics will automatically set its anchor property to 0.5, so the physics body is centered on the Game Object.

    If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.

    Definition Classes
    PhysicsBody
  17. var bottom: Double

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    The sum of the y and height properties.

    The sum of the y and height properties. This is the same as y + height - offsetY.

    Definition Classes
    Bounds
  18. var cacheAsBitmap: Boolean

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    Definition Classes
    DisplayObject
  19. var centerX: Double

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    The center x coordinate of the Game Object.

    The center x coordinate of the Game Object. This is the same as (x - offsetX) + (width / 2).

    Definition Classes
    Bounds
  20. var centerY: Double

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    The center y coordinate of the Game Object.

    The center y coordinate of the Game Object. This is the same as (y - offsetY) + (height / 2).

    Definition Classes
    Bounds
  21. def children: Array[DisplayObject]

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    Definition Classes
    Container
  22. def clone(): AnyRef

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    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  23. var data: Object

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    An empty Object that belongs to this Game Object.

    An empty Object that belongs to this Game Object. This value isn't ever used internally by Phaser, but may be used by your own code, or by Phaser Plugins, to store data that needs to be associated with the Game Object, without polluting the Game Object directly.

    Definition Classes
    Core
  24. var debug: Boolean

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    A debug flag designed for use with Game.enableStep.

    A debug flag designed for use with Game.enableStep.

    Definition Classes
    Core
  25. def deltaX: Double

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    Returns the delta x value.

    Returns the delta x value. The difference between world.x now and in the previous frame. The value will be positive if the Game Object has moved to the right or negative if to the left.

    Definition Classes
    Delta
  26. def deltaY: Double

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    Returns the delta y value.

    Returns the delta y value. The difference between world.y now and in the previous frame. The value will be positive if the Game Object has moved down or negative if up.

    Definition Classes
    Delta
  27. def deltaZ: Double

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    Returns the delta z value.

    Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.

    Definition Classes
    Delta
  28. def destroy(destroyChildren: Boolean): Unit

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    Base destroy method for generic display objects.

    Base destroy method for generic display objects.

    Definition Classes
    SpriteDestroy → Container
  29. def destroy(): Unit

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    Base destroy method for generic display objects.

    Base destroy method for generic display objects.

    Definition Classes
    SpriteDestroy → DisplayObject
  30. def destroy(destroyChildren: Boolean, destroyTexture: Boolean): Unit

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    Destroys the Game Object.

    Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present and nulls its reference to game, freeing it up for garbage collection.

    If this Game Object has the Events component it will also dispatch the onDestroy event. You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've more than one Game Object sharing the same BaseTexture.

    destroyChildren

    Should every child of this object have its destroy method called as well?

    destroyTexture

    Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.

    Definition Classes
    Destroy
  31. def destroyPhase: Boolean

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    As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destr

    As a Game Object runs through its destroy method this flag is set to true, and can be checked in any sub-systems or plugins it is being destr

    Definition Classes
    Destroy
  32. final def eq(arg0: AnyRef): Boolean

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    Definition Classes
    AnyRef
  33. def equals(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  34. var events: Phaser.Events

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    Definition Classes
    Core
  35. var filterArea: pixijs.Rectangle

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    Definition Classes
    Container
  36. var filters: Array[AbstractFilter]

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    Definition Classes
    Container
  37. def finalize(): Unit

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    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( classOf[java.lang.Throwable] )
  38. var frame: |[String, Int]

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  39. var game: Phaser.Game

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  40. final def getClass(): Class[_]

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    Definition Classes
    AnyRef → Any
  41. def hasOwnProperty(v: String): Boolean

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    Definition Classes
    Object
  42. def hashCode(): Int

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    Definition Classes
    AnyRef → Any
  43. var height: Double

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    Definition Classes
    Container
  44. final def isInstanceOf[T0]: Boolean

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    Definition Classes
    Any
  45. def isPrototypeOf(v: Object): Boolean

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    Definition Classes
    Object
  46. var key: |[|[|[String, Phaser.RenderTexture], Phaser.BitmapData], Phaser.Texture]

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  47. def kill(): DisplayObject

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    Definition Classes
    LifeSpan
  48. var left: Double

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    The left coordinate of the Game Object.

    The left coordinate of the Game Object. This is the same as x - offsetX.

    Definition Classes
    Bounds
  49. var mask: |[pixijs.Graphics, pixijs.Sprite]

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    Definition Classes
    Container
  50. final def ne(arg0: AnyRef): Boolean

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    Definition Classes
    AnyRef
  51. final def notify(): Unit

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    Definition Classes
    AnyRef
  52. final def notifyAll(): Unit

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    Definition Classes
    AnyRef
  53. def offsetX: Double

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    The amount the Game Object is visually offset from its x coordinate.

    The amount the Game Object is visually offset from its x coordinate. This is the same as width * anchor.x. It will only be > 0 if anchor.x is not equal to zero.

    Definition Classes
    Bounds
  54. def offsetY: Double

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    The amount the Game Object is visually offset from its y coordinate.

    The amount the Game Object is visually offset from its y coordinate. This is the same as height * anchor.y. It will only be > 0 if anchor.y is not equal to zero.

    Definition Classes
    Bounds
  55. def parent: Container

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    Definition Classes
    Container
  56. var pivot: pixijs.Point

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    Definition Classes
    Container
  57. def play(key: String, frameRate: Double = 60, loop: Boolean = false, killOnComplete: Boolean = false): component.Animation

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    Definition Classes
    Animation
  58. var position: pixijs.Point

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    Definition Classes
    Container
  59. def propertyIsEnumerable(v: String): Boolean

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    Definition Classes
    Object
  60. var renderable: Boolean

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    Definition Classes
    Container
  61. def reset(x: Double, y: Double, health: Double = 1): DisplayObject

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    Definition Classes
    Reset
  62. def revive(health: Double = 1): DisplayObject

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    Definition Classes
    LifeSpan
  63. var right: Double

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    The right coordinate of the Game Object.

    The right coordinate of the Game Object. This is the same as x + width - offsetX.

    Definition Classes
    Bounds
  64. var rotation: Double

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    Definition Classes
    Container
  65. var scale: pixijs.Point

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    Definition Classes
    Container
  66. var scaleMax: Phaser.Point

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    The maximum scale this Game Object will scale up to.

    The maximum scale this Game Object will scale up to.

    It allows you to prevent a parent from scaling this Game Object higher than the given value.

    Set it to null to remove the limit.

    Definition Classes
    ScaleMinMax
  67. var scaleMin: Phaser.Point

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    The minimum scale this Game Object will scale down to.

    The minimum scale this Game Object will scale down to.

    It allows you to prevent a parent from scaling this Game Object lower than the given value.

    Set it to null to remove the limit.

    Definition Classes
    ScaleMinMax
  68. def setParent(container: Container): Container

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    Definition Classes
    DisplayObject
  69. def setScaleMinMax(minX: Double = js.native, minY: Double = js.native, maxX: Double = js.native, maxY: Double = js.native): Unit

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    Sets the scaleMin and scaleMax values.

    Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. For example if this Game Object has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. By setting these values you can carefully control how Game Objects deal with responsive scaling. If only one parameter is given then that value will be used for both scaleMin and scaleMax: setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1 If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y: setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2 If you wish to set scaleMin with different values for x and y then either modify Game Object.scaleMin directly, or pass null for the maxX and maxY parameters. Call setScaleMinMax(null) to clear all previously set values.

    minX

    The minimum horizontal scale value this Game Object can scale down to.

    minY

    The minimum vertical scale value this Game Object can scale down to.

    maxX

    The maximum horizontal scale value this Game Object can scale up to.

    maxY

    The maximum vertical scale value this Game Object can scale up to.

    Definition Classes
    ScaleMinMax
  70. var smoothed: Boolean

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    Enable or disable texture smoothing for this Game Object.

    Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is using an image based texture. Smoothing is enabled by default.

    Definition Classes
    Smoothed
  71. final def synchronized[T0](arg0: ⇒ T0): T0

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    Definition Classes
    AnyRef
  72. def toGlobal(position: pixijs.Point): pixijs.Point

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    Definition Classes
    DisplayObject
  73. def toLocal(position: pixijs.Point, from: DisplayObject): pixijs.Point

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    Definition Classes
    DisplayObject
  74. def toLocaleString(): String

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    Definition Classes
    Object
  75. def toString(): String

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    Definition Classes
    AnyRef → Any
  76. var top: Double

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    The y coordinate of the Game Object.

    The y coordinate of the Game Object. This is the same as y - offsetY.

    Definition Classes
    Bounds
  77. var transformCallback: Function

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    The callback that will apply any scale limiting to the worldTransform.

    The callback that will apply any scale limiting to the worldTransform.

    Definition Classes
    ScaleMinMax
  78. var transformCallbackContext: Object

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    The context under which transformCallback is called.

    The context under which transformCallback is called.

    Definition Classes
    ScaleMinMax
  79. def valueOf(): Any

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    Definition Classes
    Object
  80. var visible: Boolean

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    Definition Classes
    DisplayObject
  81. final def wait(): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  82. final def wait(arg0: Long, arg1: Int): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  83. final def wait(arg0: Long): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  84. var width: Double

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    Definition Classes
    Container
  85. var world: Phaser.Point

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    The world coordinates of this Game Object in pixels.

    The world coordinates of this Game Object in pixels. Depending on where in the display list this Game Object is placed this value can differ from position, which contains the x/y coordinates relative to the Game Objects parent.

    Definition Classes
    Core
  86. def worldAlpha: Alpha

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    Definition Classes
    Container
  87. def worldTransform: Matrix

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    Definition Classes
    DisplayObject
  88. def worldVisible: Boolean

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    Definition Classes
    DisplayObject
  89. var x: Double

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    The position of the Game Object on the x axis relative to the local coordinates of the parent.

    The position of the Game Object on the x axis relative to the local coordinates of the parent.

    Definition Classes
    SpritePhysicsBody → DisplayObject
  90. var y: Double

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    The position of the Game Object on the y axis relative to the local coordinates of the parent.

    The position of the Game Object on the y axis relative to the local coordinates of the parent.

    Definition Classes
    SpritePhysicsBody → DisplayObject
  91. var z: Double

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    The z depth of this Game Object within its parent Group.

    The z depth of this Game Object within its parent Group. No two objects in a Group can have the same z value. This value is adjusted automatically whenever the Group hierarchy changes. If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.

    Definition Classes
    Core

Inherited from Smoothed

Inherited from ScaleMinMax

Inherited from Reset

Inherited from PhysicsBody

Inherited from Overlap

Inherited from LoadTexture

Inherited from LifeSpan

Inherited from InWorld

Inherited from InputEnabled

Inherited from InCamera

Inherited from Health

Inherited from FixedToCamera

Inherited from Destroy

Inherited from Delta

Inherited from Crop

Inherited from BringToTop

Inherited from Bounds

Inherited from AutoCull

Inherited from component.Animation

Inherited from Angle

Inherited from Core

Inherited from pixijs.Sprite

Inherited from Container

Inherited from DisplayObject

Inherited from Object

Inherited from Any

Inherited from AnyRef

Inherited from Any

Ungrouped