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Sprite

Introduction

Display of both static and animated images, built-in game object of phaser.

  • Author: Richard Davey

Usage

Load texture

Texture for static image

scene.load.image(key, url);

Reference: load image

Load atlas

Atlas for animation images

scene.load.atlas(key, textureURL, atlasURL);

Reference: load atlas

Add sprite object

var sprite = scene.add.sprite(x, y, key);
// var sprite = scene.add.sprite(x, y, key, frame);

Add sprite from JSON

var sprite = scene.make.sprite({
    x: 0,
    y: 0,
    key: '',
    // frame: '',

    // angle: 0,
    // alpha: 1
    // flipX: true,
    // flipY: true,
    // scale : {
    //    x: 1,
    //    y: 1
    //},

    // anims: {
        // key: ,
        // repeat: ,
        // ...
    // },
    // origin: {x: 0.5, y: 0.5},

    add: true
});
  • key :
    • A string
    • An array of string to pick one element at random
  • x, y, scale.x, scale.y :
    • A number
    • A callback to get return value
      function() { return 0; }
      
    • Random integer between min and max
      { randInt: [min, max] }
      
    • Random float between min and max
      { randFloat: [min, max] }
      

Custom class

  • Define class
    class MySprite extends Phaser.GameObjects.Sprite {
        constructor(scene, x, y, texture, frame) {
            super(scene, x, y, texture, frame);
            // ...
            scene.add.existing(this);
        }
        // ...
    
        // preUpdate(time, delta) {
        //     super.preUpdate(time, delta);
        // }
    }
    
    • scene.add.existing(gameObject) : Adds an existing Game Object to this Scene.
      • If the Game Object renders, it will be added to the Display List.
      • If it has a preUpdate method, it will be added to the Update List.
  • Create instance
    var sprite = new MySprite(scene, x, y, key);
    

Texture

See game object - texture

Other properties

See game object

Create mask

var mask = sprite.createBitmapMask();

See mask

Shader effects

Support preFX and postFX effects

Animation

Create animation

  • Global animation for all sprites
    scene.anims.create(config);
    
  • Private animation for this sprite
    sprite.anims.create(config);
    

config : See Add animation section.

Create Aseprite animation

  • Global Aseprite animation for all sprites
    scene.anims.createFromAseprite(key, tags);
    
  • Private Aseprite animation for this sprite
    sprite.anims.createFromAseprite(key, tags);
    
Remove animation
  • Remove from global animation manager
    scene.anims.remove(key);
    
    or
    sprite.anims.globalRemove(key);
    
  • Remove from private animation state
    sprite.anims.remove(key);
    
Get animation
Has animation
  • Has global animation object
    var hasAnim = scene.anims.exists(key);
    
  • Get private animation object
    var hasAnim = sprite.anims.exists(key);
    

Play animation

  • Play
    sprite.play(key);
    // sprite.play(key, ignoreIfPlaying);
    
    • key : Animation key string, or animation config
      • String key of animation
      • Animation config, to override default config
        {
            key,
            frameRate,
            duration,
            delay,
            repeat,
            repeatDelay,
            yoyo,
            showOnStart,
            hideOnComplete,
            startFrame,
            timeScale
        }
        
  • Play in reverse
    sprite.playReverse(key);
    // sprite.playReverse(key, ignoreIfPlaying);
    
    • key : Animation key string, or animation config
  • Play after delay
    sprite.playAfterDelay(key, delay);
    
    • key : Animation key string, or animation config
  • Play after repeat
    sprite.playAfterRepeat(key, repeatCount);
    
    • key : Animation key string, or animation config

Chain

  • Chain next animation
    sprite.chain(key);
    
    • key : Animation key string, or animation config
  • Chain next and next animation
    sprite.chain(key0).chain(key1);
    
    • key0, key1 : Animation key string, or animation config

Stop

  • Immediately stop
    sprite.stop();
    
  • Stop after delay
    sprite.stopAfterDelay(delay);
    
  • Stop at frame
    sprite.stopOnFrame(frame);
    
    • frame : Frame object in current animation.
      var currentAnim = sprite.anims.currentAnim;
      var frame = currentAnim.getFrameAt(index);
      
  • Stop after repeat
    sprite.stopAfterRepeat(repeatCount);
    

Restart

sprite.anims.restart();
// sprite.anims.restart(includeDelay, resetRepeats);

Time scale

  • Get
    var timeScale = sprite.anims.globalTimeScale;
    
  • Set
    sprite.anims.globalTimeScale = timeScale;
    

See also Global time scale

Properties

  • Has started
    var hasStarted = sprite.anims.hasStarted;
    
  • Is playing
    var isPlaying = sprite.anims.isPlaying;
    
  • Is paused
    var isPaused = sprite.anims.isPaused;
    
  • Total frames count
    var frameCount = sprite.anims.getTotalFrames();
    
  • Delay
    var delay = sprite.anims.delay;
    
  • Repeat
    • Total repeat count
      var repeatCount = sprite.anims.repeat;
      
    • Repeat counter
      var repeatCount = sprite.anims.repeatCounter;
      
    • Repeat delay
      var repeatDelay = sprite.anims.repeatDelay;
      
    • Yoyo
      var repeatDelay = sprite.anims.yoyo;
      
  • Current animation key
    var key = sprite.anims.getName();
    
    • key : Return '' if not playing any animation.
  • Current frame name
    var frameName = sprite.anims.getFrameName();
    
    • frameName : Return '' if not playing any animation.
  • Current animation
    var currentAnim = sprite.anims.currentAnim;
    
  • Current frame
    var currentFrame = sprite.anims.currentFrame;
    

Events

  • On start
    sprite.on('animationstart', function(currentAnim, currentFrame, sprite){});
    
    sprite.on('animationstart-' + key, function(currentAnim, currentFrame, sprite){});
    
  • On restart
    sprite.on('animationrestart', function(currentAnim, currentFrame, sprite){});
    
    sprite.on('animationrestart-' + key, function(currentAnim, currentFrame, sprite){});
    
  • On complete
    sprite.on('animationcomplete', function(currentAnim, currentFramee, sprite){});
    
    sprite.on('animationcomplete-' + key, function(currentAnim, currentFramee, sprite){});
    
  • On stop
    sprite.on('animationstop', function(currentAnim, currentFrame, sprite){});
    
    sprite.on('animationstop-' + key, function(currentAnim, currentFrame, sprite){});
    
  • On update
    sprite.on('animationupdate', function(currentAnim, currentFrame, sprite){});
    
    sprite.on('animationupdate-' + key, function(currentAnim, currentFrame, sprite){});
    
  • On repeat
    sprite.on('animationrepeat', function(currentAnim, currentFrame, sprite){});
    
    sprite.on('animationrepeat-' + key, function(currentAnim, currentFrame, sprite){});