File: pixi/display/Sprite.hx
package pixi.display;
import pixi.filters.AbstractFilter;
import pixi.textures.VideoTexture;
import pixi.textures.Texture;
import pixi.geom.Point;
@:native("PIXI.Sprite")
extern class Sprite extends DisplayObjectContainer {
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* @class Sprite
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} The texture for this sprite
*
* A sprite can be created directly from an image like this :
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
* yourStage.addChild(sprite);
* then obviously don't forget to add it to the stage you have already created
*/
@:overload(function(texture:VideoTexture):Void {})
function new(texture:Texture):Void;
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
*
* @property anchor
* @type Point
*/
var anchor:Point;
/**
* The texture that the sprite is using
*
* @property texture
* @type Texture
*/
var texture:Texture;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @property tint
* @type Int
* @default 0xFFFFFF
*/
var tint:Int;
/**
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
*
* @property blendMode
* @type Int
* @default PIXI.blendModes.NORMAL;
*/
var blendMode:Int;
/**
* The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
*
* @property shader
* @type PIXI.AbstractFilter
* @default null
*/
var shader:AbstractFilter;
/**
* Sets the texture of the sprite
*
* @method setTexture
* @param texture {Texture} The PIXI texture that is displayed by the sprite
*/
function setTexture(texture:Texture):Void;
/**
*
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @method fromFrame
* @static
* @param frameId {String} The frame Id of the texture in the cache
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
static function fromFrame(frameId:String):Sprite;
/**
* A short hand way of creating a movieclip from an array of image ids
*
* @static
* @method fromImage
* @param imageId {String}
* @param [crossorigin] {Bool}
* @param [scaleMode] {Int}
* @return {Sprite} A new Sprite using a texture from the texture cache matching the imageId
*/
static function fromImage(imageId:String, ?crossorigin:Bool, ?scaleMode:Int):Sprite;
}