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Sprites et images

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Utilisez cette compétence lorsque vous créez des sprites ou des images dans Phaser 4. Elle couvre les méthodes d'usine, la sélection des textures et d

phaserjsphaserjs
40.3k
21 mai 2026
MIT License
// contenu du skill

name: sprites-and-images

description: "Use this skill when creating Sprites or Images in Phaser 4. Covers factory methods, texture/frame selection, position, scale, rotation, tint, flip, alpha, origin, depth, and the component mixin system. Triggers on: Sprite, Image, this.add.sprite, this.add.image, texture, setTint, setAlpha."


Sprites and Images

Creating and manipulating Sprite and Image game objects in Phaser 4 -- factory methods, texture/frame selection, the component mixin system, and common visual operations (position, scale, rotation, tint, flip, alpha, origin, depth).

Key source paths: src/gameobjects/sprite/, src/gameobjects/image/, src/gameobjects/GameObject.js, src/gameobjects/components/

Related skills: ../loading-assets/SKILL.md, ../animations/SKILL.md, ../physics-arcade/SKILL.md, ../game-object-components/SKILL.md

Quick Start

js
// In a Scene's create() method:

// Static image (no animation support, slightly cheaper)
const bg = this.add.image(400, 300, 'background');

// Sprite (supports animations)
const player = this.add.sprite(100, 200, 'player', 'idle-0');

// Common operations -- all methods return `this` for chaining
player.setPosition(200, 300);
player.setScale(2);
player.setAngle(45);
player.setTint(0xff0000);
player.setAlpha(0.8);
player.setOrigin(0, 1);       // bottom-left
player.setDepth(10);
player.setFlip(true, false);  // flip horizontally
player.setVisible(false);

// Chained
this.add.sprite(100, 100, 'coin')
    .setScale(0.5)
    .setTint(0xffff00)
    .play('spin');

Core Concepts

Sprite vs Image

Both extend GameObject and share the same set of component mixins. The only difference is that Sprite includes an AnimationState instance (sprite.anims) and animation convenience methods (play, stop, chain, etc.).

FeatureImageSprite
Static texture displayYesYes
Tint, alpha, flip, scale, rotateYesYes
Physics bodyYesYes
Input / hit areaYesYes
Animation (play, stop, chain)NoYes
preUpdate called each frameNoYes (updates animation)
Added to Scene updateListNoYes

Rule of thumb: Use Image for anything that does not need frame-by-frame animation. It skips the per-frame preUpdate cost and has a smaller API surface. Use Sprite only when you need the Animation component.

The Component Mixin System

Phaser builds Game Object classes by mixing component objects into the prototype. Both Sprite and Image share this identical Mixins array (sourced from src/gameobjects/sprite/Sprite.js and src/gameobjects/image/Image.js):

Mixins: [
    Components.Alpha,
    Components.BlendMode,
    Components.Depth,
    Components.Flip,
    Components.GetBounds,
    Components.Lighting,
    Components.Mask,
    Components.Origin,
    Components.RenderNodes,
    Components.ScrollFactor,
    Components.Size,
    Components.TextureCrop,
    Components.Tint,
    Components.Transform,
    Components.Visible,
    SpriteRender / ImageRender   // render-specific (differs per class)
]

The base GameObject class itself mixes in:

Mixins: [
    Components.Filters,
    Components.RenderSteps
]

Each component adds specific properties and methods to every instance. For example, Components.Transform adds x, y, scale, rotation, setPosition(), etc. The full list of available components is in src/gameobjects/components/index.js.

Key point for agents: When you see a method like setAlpha() on a Sprite, it comes from Components.Alpha, not from the Sprite class itself. The component source file is the authoritative reference for that method's signature and behavior.

Texture and Frame

Both Sprite and Image use the TextureCrop component which provides:

  • texture -- the Phaser.Textures.Texture instance
  • frame -- the current Phaser.Textures.Frame instance
  • setTexture(key, frame) -- change the texture (and optionally the frame)
  • setFrame(frame, updateSize, updateOrigin) -- change only the frame
  • setCrop(x, y, width, height) -- crop a rectangular region of the texture
  • isCropped -- boolean, toggle cropping on/off after setCrop

The texture parameter in factory methods and constructors accepts either a string key (as registered in the Texture Manager) or a Phaser.Textures.Texture instance.

The frame parameter accepts a string name or numeric index into the texture's frame collection. If omitted, the base frame (frame 0 / '__BASE') is used.

js
// Change texture at runtime
sprite.setTexture('enemies', 'goblin-walk-1');

// Change only the frame (must belong to current texture)
sprite.setFrame('goblin-walk-2');

// setFrame signature:
// setFrame(frame, updateSize=true, updateOrigin=true)
// Pass false to prevent automatic resize/origin recalculation
sprite.setFrame('small-frame', false, false);

// Crop to show only a 50x50 region starting at (10, 10)
sprite.
// source originale publique
phaserjs/phaser
/skills/sprites-and-images/SKILL.md
Licence : MIT License
Projet indépendant, non affilié à Anthropic. Ce skill reste la propriété de son auteur original.
// installer ce skill
Collez cette commande dans votre terminal à la racine de votre projet :
mkdir -p .claude/commands && curl -o ".claude/commands/SKILL.md" "https://raw.githubusercontent.com/phaserjs/phaser/master/skills/sprites-and-images/SKILL.md"
Ensuite dans Claude Code, tapez /SKILL pour l'activer.
open_in_newVoir la source originale
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// informations
Créateurphaserjs
Étoiles 40.3k
CatégorieFrontend
LicenceMIT License
Mis à jour21 mai 2026
Format.md
AccèsGratuit
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