How do you add sprites to phaser?

How do you add sprites to phaser?

Loading the sprite sheet in Phaser

  1. function preload() { this.load.multiatlas(‘cityscene’, ‘assets/cityscene.json’, ‘assets’); }
  2. function create () { var background = this.add.sprite(0, 0, ‘cityscene’, ‘background.png’); }
  3. var capguy; function create () { var background = this.

What is sprite in phaser?

GameObjects. Sprite. A Sprite Game Object is used for the display of both static and animated images in your game. Sprites can have input events and physics bodies.

How do I add a font to phaser?

Adding Custom Fonts to Your Phaser Game

  1. Choose a Font. Of course, before we can do anything you will need to have a custom font in mind that you want to use.
  2. Generate the Bitmap Font. There’s a great free tool for generating bitmap font files from normal font files called Littera.
  3. Load the Custom Font.
  4. Use the font.

What can a sprite be used for in phaser?

Phaser. Sprite 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. events (via Sprite.events), animation (via Sprite.animations), camera culling and more.

What is the y coordinate in sprite phaser?

The x coordinate (in world space) to position the Sprite at. The y coordinate (in world space) to position the Sprite at. This is the image or texture used by the Sprite during rendering.

How does a sprite work in a game?

At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas. events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. A reference to the currently running game. The x coordinate (in world space) to position the Sprite at.

How is a game object processed in phaser?

Game Object, or any of its components. Controls if this Sprite is processed by the core Phaser game loops and Group loops. A Game Object that is “fixed” to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.