What problem does it solve?
Creating Phaser Sprite and Image visuals can be slow and error-prone when you need the right texture, frames, and common visual tweaks (position, scale, rotation, tint, flip, alpha, origin, depth) across game objects.
Core Features & Use Cases
- Accurate Sprite vs Image selection: Use
Sprite when you need animation updates, and Image when you want a lighter-weight static texture display.
- Texture, frame, and cropping control: Switch textures and frames at runtime, and apply rectangular crops to display only parts of an atlas.
- Common visual operations via components: Apply tint, alpha, flip, origin, depth, visibility, scroll factor, and blend mode through the component mixin system so method availability and behavior match Phaser 4 expectations.
Quick Start
Use the sprites-and-images skill to create a Sprite or Image in a Scene’s create() method and then chain visual configuration like texture/frame selection, position, scale, rotation, tint, alpha, origin, and depth for immediate on-screen results.