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{"id":18945,"date":"2020-05-27T15:45:36","date_gmt":"2020-05-27T08:45:36","guid":{"rendered":"https:\/\/phasergames.com\/?p=18945"},"modified":"2020-05-27T15:45:38","modified_gmt":"2020-05-27T08:45:38","slug":"how-to-flip-a-sprite-in-phaser-3","status":"publish","type":"post","link":"https:\/\/phasergames.com\/how-to-flip-a-sprite-in-phaser-3\/","title":{"rendered":"How to flip a sprite in Phaser 3"},"content":{"rendered":"\n

For a long time I was using this.sprite.scaleX=-1 like I learned to do in ActionScript 3. The trouble is, if you have scaled your sprite, you need to do a little more maths. The flipX and flipY make everything much cleaner and much easier to flip a sprite in Phaser 3<\/p>\n\n\n\n

\"\"<\/figure>\n\n\n\n
class SceneMain extends Phaser.Scene {\n    constructor() {\n        super('SceneMain');\n    }\n    preload()\n    {\n    \tthis.load.image(\"duck\", \"images\/duck.png\");\n    }\n    create() {\n        \n        let duck1 = this.add.image(150, 150, \"duck\");\n        let duck2 = this.add.image(350, 150, \"duck\");\n        \/\/\n        \/\/\n        duck2.flipX=true;\n    }\n    update() {}\n}<\/code><\/pre>\n\n\n\t
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