lib/pixi/src/core/sprites/Sprite.js
function Sprite(texture)
{
    Container.call(this);

    /**
     * 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 the anchor to 0.5,0.5 means the texture's origin is centered
     * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
     *
     * @member {Point}
     */
    this.anchor = new math.Point();

    /**
     * The texture that the sprite is using
     *
     * @member {Texture}
     * @private
     */
    this._texture = null;

    /**
     * The width of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */
    this._width = 0;

    /**
     * The height of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */
    this._height = 0;

    /**
     * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
     *
     * @member {number}
     * @default [0xFFFFFF]
     */
    this.tint = 0xFFFFFF;

    /**
     * The blend mode to be applied to the sprite. Apply a value of blendModes.NORMAL to reset the blend mode.
     *
     * @member {number}
     * @default CONST.BLEND_MODES.NORMAL;
     */
    this.blendMode = CONST.BLEND_MODES.NORMAL;

    /**
     * The shader that will be used to render the sprite. Set to null to remove a current shader.
     *
     * @member {AbstractFilter}
     */
    this.shader = null;

    /**
     * An internal cached value of the tint.
     *
     * @member {number}
     * @default [0xFFFFFF]
     */
    this.cachedTint = 0xFFFFFF;

    // call texture setter
    this.texture = texture || Texture.EMPTY;
}
function Sprite(texture)
{
    Container.call(this);

    /**
     * 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 the anchor to 0.5,0.5 means the texture's origin is centered
     * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
     *
     * @member {Point}
     */
    this.anchor = new math.Point();

    /**
     * The texture that the sprite is using
     *
     * @member {Texture}
     * @private
     */
    this._texture = null;

    /**
     * The width of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */
    this._width = 0;

    /**
     * The height of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */
    this._height = 0;

    /**
     * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
     *
     * @member {number}
     * @default [0xFFFFFF]
     */
    this.tint = 0xFFFFFF;

    /**
     * The blend mode to be applied to the sprite. Apply a value of blendModes.NORMAL to reset the blend mode.
     *
     * @member {number}
     * @default CONST.BLEND_MODES.NORMAL;
     */
    this.blendMode = CONST.BLEND_MODES.NORMAL;

    /**
     * The shader that will be used to render the sprite. Set to null to remove a current shader.
     *
     * @member {AbstractFilter}
     */
    this.shader = null;

    /**
     * An internal cached value of the tint.
     *
     * @member {number}
     * @default [0xFFFFFF]
     */
    this.cachedTint = 0xFFFFFF;

    // call texture setter
    this.texture = texture || Texture.EMPTY;
}
function Sprite ( texture ) { Container . call ( this ) ; /**
     * 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 the anchor to 0.5,0.5 means the texture's origin is centered
     * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
     *
     * @member {Point}
     */ this . anchor = new math . Point ( ) ; /**
     * The texture that the sprite is using
     *
     * @member {Texture}
     * @private
     */ this . _texture = null ; /**
     * The width of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */ this . _width = 0 ; /**
     * The height of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */ this . _height = 0 ; /**
     * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
     *
     * @member {number}
     * @default [0xFFFFFF]
     */ this . tint = 0xFFFFFF ; /**
     * The blend mode to be applied to the sprite. Apply a value of blendModes.NORMAL to reset the blend mode.
     *
     * @member {number}
     * @default CONST.BLEND_MODES.NORMAL;
     */ this . blendMode = CONST . BLEND_MODES . NORMAL ; /**
     * The shader that will be used to render the sprite. Set to null to remove a current shader.
     *
     * @member {AbstractFilter}
     */ this . shader = null ; /**
     * An internal cached value of the tint.
     *
     * @member {number}
     * @default [0xFFFFFF]
     */ this . cachedTint = 0xFFFFFF ; // call texture setter this . texture = texture || Texture . EMPTY ; }
The Sprite object is the base for all textured objects that are rendered to the screen

A sprite can be created directly from an image like this:

```js
var sprite = new PIXI.Sprite.fromImage('assets/image.png');
```

@class
@extends Container
@memberof PIXI
@param texture {Texture} The texture for this sprite
The Sprite object is the base for all textured objects that are rendered to the screen