Sprites And Images
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.
- Skill ID
- phaserjs/phaser/sprites-and-images
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
phaserjs/phaser/sprites-and-imagesInstalls these files- SKILL.md
- references/REFERENCE.md
What this skill tells the agent
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
// 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.).
| Feature | Image | Sprite |
|---|---|---|
| Static texture display | Yes | Yes |
| Tint, alpha, flip, scale, rotate | Yes | Yes |
| Physics body | Yes | Yes |
| Input / hit area | Yes | Yes |
Animation (play, stop, chain) | No | Yes |
preUpdate called each frame | No | Yes (updates animation) |
Added to Scene updateList | No | Yes |
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-- thePhaser.Textures.Textureinstanceframe-- the currentPhaser.Textures.FrameinstancesetTexture(key, frame)-- change the texture (and optionally the frame)setFrame(frame, updateSize, updateOrigin)-- change only the framesetCrop(x, y, width, height)-- crop a rectangular region of the textureisCropped-- boolean, toggle cropping on/off aftersetCrop
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.
// 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.setCrop(10, 10, 50, 50);
// Reset crop
sprite.setCrop();Common Patterns
Creating and Positioning
Transform component (src/gameobjects/components/Transform.js):
// Properties (all read/write)
sprite.x // horizontal position (default: 0)
sprite.y // vertical position (default: 0)
sprite.z // z position (does NOT control render order -- use depth)
sprite.w // w position
// Methods
sprite.setPosition(x, y, z, w) // y defaults to x if omitted
sprite.setRandomPosition(x, y, w, h) // random within area; defaults to game size
sprite.copyPosition(source) // copy from any {x, y} objectSize component (src/gameobjects/components/Size.js):
sprite.width // native (un-scaled) width
sprite.height // native (un-scaled) height
sprite.displayWidth // scaled width (read/write -- setting adjusts scaleX)
sprite.displayHeight // scaled height (read/write -- setting adjusts scaleY)
sprite.setSize(width, height) // set internal size (not visual)
sprite.setDisplaySize(width, height) // set visual size (adjusts scale)
sprite.setSizeToFrame(frame) // reset size to match frameScaling and Rotation
Transform component (continued):
// Scale properties
sprite.scale // uniform scale (getter returns average of scaleX+scaleY)
sprite.scaleX // horizontal scale (default: 1)
sprite.scaleY // vertical scale (default: 1)
// Scale methods
sprite.setScale(x, y) // y defaults to x if omitted
// Rotation properties
sprite.rotation // in radians (right-hand clockwise: 0=right, PI/2=down)
sprite.angle // in degrees (0=right, 90=down, 180/-180=left, -90=up)
// Rotation methods
sprite.setRotation(radians) // defaults to 0
sprite.setAngle(degrees) // defaults to 0Tinting and Alpha
Tint component (src/gameobjects/components/Tint.js) -- WebGL only:
// Properties
sprite.tint // overall tint (getter returns tintTopLeft)
sprite.tintTopLeft // default: 0xffffff
sprite.tintTopRight // default: 0xffffff
sprite.tintBottomLeft // default: 0xffffff
sprite.tintBottomRight // default: 0xffffff
sprite.tintMode // default: Phaser.TintModes.MULTIPLY
sprite.isTinted // read-only boolean
// Methods
sprite.setTint(topLeft, topRight, bottomLeft, bottomRight)
// If only topLeft given, applies uniformly to all four corners
sprite.setTintMode(mode) // Phaser.TintModes.MULTIPLY | FILL | ADD | SCREEN | OVERLAY | HARD_LIGHT
sprite.clearTint() // resets to 0xffffff + MULTIPLY modePhaser 4 change: setTintFill() is removed. Use setTint(color).setTintMode(Phaser.TintModes.FILL) instead.
Alpha component (src/gameobjects/components/Alpha.js):
// Properties
sprite.alpha // global alpha 0-1 (default: 1)
sprite.alphaTopLeft // per-corner alpha (WebGL only)
sprite.alphaTopRight
sprite.alphaBottomLeft
sprite.alphaBottomRight
// Methods
sprite.setAlpha(topLeft, topRight, bottomLeft, bottomRight)
// If only topLeft given, applies uniformly to whole object
sprite.clearAlpha() // resets to 1 (fully opaque)More from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/sprites-and-images, and install it in one click.
