Token导航 LogoToken导航TokenDH.com
图像处理需要联网github未标认证来源可访问许可证需确认审计通过

sprites-and-images精灵和图像

Agent Skill

用于辅助图像生成、图片编辑、视觉素材处理或图像模型工作流。它适合让 Agent 根据文本生成图片、处理背景、整理视觉提示词或调用相关图像工具。使用时需要确认输入图片、版权来源、输出格式和模型限制;涉及人物、品牌、商品或公开展示素材时,应额外核对授权、真实性和内容合规边界。

总安装

1,224

周安装

51

GitHub Stars

39,481

下载量

408
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:sprites-and-images(精灵和图像)
来源仓库:https://github.com/phaserjs/phaser
仓库路径:skills/sprites-and-images
安装命令:
npx skills add https://github.com/phaserjs/phaser --skill sprites-and-images
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/phaserjs/phaser --skill sprites-and-images

简介

用于辅助图像生成、图片编辑、视觉素材处理或图像模型工作流。

  • 适合让 Agent 根据文本生成图片、处理背景、整理视觉提示词或调用相关图像工具。
  • 使用时需要确认输入图片、版权来源、输出格式和模型限制。
  • 涉及人物、品牌、商品或公开展示素材时,应额外核对授权、真实性和内容合规边界。
  • 安装前建议核对仓库维护状态及是否会触发联网、命令执行或文件读写。

SKILL.md

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.).

FeatureImageSprite
Static texture displayYesYes
Tint, alpha, flip, scale, rotateYesYes
Physics bodyYesYes
Input / hit areaYesYes
Animation (play, stop, chain)NoYes
preUpdate called each frameNoYes (updates animation)
Added to Scene updateListNoYes

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.

// 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} object

Size 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 frame

Scaling 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 0

Tinting 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 mode

Phaser 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)

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):

// 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):

// 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):

// 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

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):

sprite.visible              // boolean (default: true)
sprite.setVisible(value)    // invisible objects skip rendering but still update

ScrollFactor (src/gameobjects/components/ScrollFactor.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):

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

// Signature
this.add.sprite(x, y, texture, frame);
ParamTypeRequiredDescription
xnumberYesHorizontal position in world coordinates
ynumberYesVertical position in world coordinates
texture`string \Phaser.Textures.Texture`YesTexture key or Texture instance
frame`string \number`NoFrame 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

// Signature
this.add.image(x, y, texture, frame);
ParamTypeRequiredDescription
xnumberYesHorizontal position in world coordinates
ynumberYesVertical position in world coordinates
texture`string \Phaser.Textures.Texture`YesTexture key or Texture instance
frame`string \number`NoFrame 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.

// 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.

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.

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.

// 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.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.43%
按下载量换算153

Claude

27.51%
按下载量换算112

Cursor

19.02%
按下载量换算78

Gemini CLI

9.65%
按下载量换算39

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills