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.

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---
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.).

| 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` -- 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.setCrop(10, 10, 50, 50);
// Reset crop
sprite.setCrop();
```

## Common Patterns

### Creating and Positioning

**Transform component** (`src/gameobjects/components/Transform.js`):

```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} object
```

**Size component** (`src/gameobjects/components/Size.js`):

```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 frame
```

### Scaling and Rotation

**Transform component** (continued):

```js
// 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 0
```

### Tinting and Alpha

**Tint component** (`src/gameobjects/components/Tint.js`) -- WebGL only:

```js
// 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 mode
```

**Phaser 4 change:** `setTintFill()` is removed. Use `setTint(color).setTintMode(Phaser.TintModes.FILL)` instead.

**Alpha component** (`src/gameobjects/components/Alpha.js`):

```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)
```

Setting `alpha` to 0 clears the render flag so the object is not drawn. Setting it back to any non-zero value restores it.

### Flipping

**Flip component** (`src/gameobjects/components/Flip.js`):

```js
// Properties
sprite.flipX    // boolean (default: false)
sprite.flipY    // boolean (default: false)

// Methods
sprite.setFlipX(value)        // set horizontal flip
sprite.setFlipY(value)        // set vertical flip
sprite.setFlip(x, y)          // set both at once
sprite.toggleFlipX()          // invert current horizontal flip
sprite.toggleFlipY()          // invert current vertical flip
sprite.resetFlip()            // set both to false
```

Flipping is a rendering toggle only. It does not affect physics bodies or hit areas. Flip occurs from the middle of the texture and does not change the scale value.

### Origin and Depth

**Origin component** (`src/gameobjects/components/Origin.js`):

```js
// Properties (normalized 0-1)
sprite.originX          // default: 0.5 (center)
sprite.originY          // default: 0.5 (center)
sprite.displayOriginX   // pixel value (originX * width)
sprite.displayOriginY   // pixel value (originY * height)

// Methods
sprite.setOrigin(x, y)           // y defaults to x; defaults to 0.5
sprite.setDisplayOrigin(x, y)    // set origin in pixels; y defaults to x
sprite.setOriginFromFrame()      // use Frame pivot if set, else 0.5
sprite.updateDisplayOrigin()     // recalculate pixel origin from normalized
```

**Depth component** (`src/gameobjects/components/Depth.js`):

```js
// Properties
sprite.depth    // default: 0 (higher = renders on top)

// Methods
sprite.setDepth(value)
sprite.setToTop()              // move to top of display list (no depth change)
sprite.setToBack()             // move to back of display list (no depth change)
sprite.setAbove(gameObject)    // position above another object in the list
sprite.setBelow(gameObject)    // position below another object in the list
```

Setting `depth` queues a depth sort in the Scene. The `setToTop`/`setToBack`/`setAbove`/`setBelow` methods change display list position without modifying the `depth` value.

### Destroying Game Objects

```js
sprite.destroy();           // removes from display list, update list, and cleans up
sprite.ignoreDestroy = true; // prevent destruction (you manage lifecycle manually)
sprite.isDestroyed           // boolean, true after destroy() has been called
```

For Sprites, `destroy()` also calls `this.anims.destroy()` to clean up the AnimationState.

## Additional Components

**Visible** (`src/gameobjects/components/Visible.js`):
```js
sprite.visible              // boolean (default: true)
sprite.setVisible(value)    // invisible objects skip rendering but still update
```

**ScrollFactor** (`src/gameobjects/components/ScrollFactor.js`):
```js
sprite.scrollFactorX        // default: 1 (moves with camera)
sprite.scrollFactorY        // default: 1
sprite.setScrollFactor(x, y)  // 0 = fixed to camera; y defaults to x
```

**BlendMode** (`src/gameobjects/components/BlendMode.js`):
```js
sprite.blendMode            // default: Phaser.BlendModes.NORMAL
sprite.setBlendMode(value)  // Phaser.BlendModes.ADD, MULTIPLY, SCREEN, ERASE, etc.
```

**Performance note:** Changing blend mode breaks WebGL batches. Group objects by blend mode when possible (e.g., render all ADD-mode sprites together) to minimize draw calls.

## Factory Methods

### this.add.sprite

Source: `src/gameobjects/sprite/SpriteFactory.js`

```js
// Signature
this.add.sprite(x, y, texture, frame);
```

| Param | Type | Required | Description |
|---|---|---|---|
| `x` | `number` | Yes | Horizontal position in world coordinates |
| `y` | `number` | Yes | Vertical position in world coordinates |
| `texture` | `string \| Phaser.Textures.Texture` | Yes | Texture key or Texture instance |
| `frame` | `string \| number` | No | Frame name or index within the texture |

Returns: `Phaser.GameObjects.Sprite`

Internally does: `this.displayList.add(new Sprite(this.scene, x, y, texture, frame))`

The Sprite constructor calls: `setTexture` -> `setPosition` -> `setSizeToFrame` -> `setOriginFromFrame` -> `initRenderNodes`.

### this.add.image

Source: `src/gameobjects/image/ImageFactory.js`

```js
// Signature
this.add.image(x, y, texture, frame);
```

| Param | Type | Required | Description |
|---|---|---|---|
| `x` | `number` | Yes | Horizontal position in world coordinates |
| `y` | `number` | Yes | Vertical position in world coordinates |
| `texture` | `string \| Phaser.Textures.Texture` | Yes | Texture key or Texture instance |
| `frame` | `string \| number` | No | Frame name or index within the texture |

Returns: `Phaser.GameObjects.Image`

Internally does: `this.displayList.add(new Image(this.scene, x, y, texture, frame))`

The Image constructor calls the same init sequence as Sprite: `setTexture` -> `setPosition` -> `setSizeToFrame` -> `setOriginFromFrame` -> `initRenderNodes`.

## Specialized Game Objects

### NineSlice

Scalable UI panels with fixed-size corners and stretchable edges/center. Ideal for buttons, panels, and dialog boxes that need to resize without distorting borders.

```js
// nineslice(x, y, texture, frame, width, height, leftWidth, rightWidth, topHeight, bottomHeight)
const panel = this.add.nineslice(400, 300, 'panel', null, 300, 200, 20, 20, 20, 20);

// Resize at runtime -- corners stay fixed, edges stretch
panel.setSize(500, 400);
```

### TileSprite

Repeating texture that fills an area. Supports atlas frames in v4 and a new `tileRotation` property.

```js
const bg = this.add.tileSprite(400, 300, 800, 600, 'grass');

// Scroll the tile in update() for parallax backgrounds
bg.tilePositionX += 0.5;
bg.tilePositionY += 0.25;

// v4: rotate the tile pattern
bg.tileRotation = 0.1;
```

### Blitter

High-performance batched rendering for large numbers of static or semi-static sprites. Blitter children (Bobs) have no rotation, scale, or physics, but render significantly faster than individual Sprites.

```js
const blitter = this.add.blitter(0, 0, 'particles');

// Create Bobs (lightweight display objects)
for (let i = 0; i < 1000; i++) {
    const bob = blitter.create(
        Phaser.Math.Between(0, 800),
        Phaser.Math.Between(0, 600),
        'particle_01'   // frame name within the texture
    );
    bob.setAlpha(Math.random());
}
```

### Video

Video playback as a game object with position, scale, and filter support.

```js
// Load in preload:
this.load.video('intro', 'intro.mp4');

// Create in create:
const video = this.add.video(400, 300, 'intro');
video.play();
```

For detailed configuration options, API reference tables, and source file maps, see [the reference guide](references/REFERENCE..//SKILL.md).

Source

Creator's repository · phaserjs/phaser

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